Pachinko game machine

JP2025168065A5Pending Publication Date: 2026-08-05SAMMY CORPORATION
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2024-04-26
Publication Date
2026-08-05

AI Technical Summary

Technical Problem

Conventional pachinko gaming machines lack enhancements to improve entertainment value, making them indistinguishable from one another.

Method used

The pachinko gaming machine incorporates a gaming board with various entry ports and display devices that allow for dynamic and static pattern displays, enabling special games with enhanced entry states and waiting effects, along with auxiliary games and effect displays to increase player engagement.

Benefits of technology

The machine enhances the entertainment value by providing varied gameplay experiences and increased player interaction, improving overall enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a Pachinko game machine which can improve amusement of a game.SOLUTION: A Pachinko game machine can execute a standby demonstration performance when a predetermined condition is satisfied in a situation during a variation standby in which a variable display of a special drawing pattern is not executed and a special game is not executed, and is configured such that the standby demonstration performance is ended when a game ball enters a start port in a normal ball entry state and a situation during execution of the standby demonstration performance, the standby demonstration performance is not ended even when a game ball enters an operation port, and the standby demonstration performance is ended when a game ball enters the operation port in a ball entry facilitated state and a situation during execution of the standby demonstration performance.SELECTED DRAWING: Figure 247
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Description

[Technical Field]

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

[0002] In general, pachinko machines acquire a random number for a lottery when a game ball enters the starting slot, and temporarily store these as activation reserve balls up to a predetermined maximum number. These activation reserve balls are consumed one by one each time a predetermined activation condition is met, and a win / loss determination is made as to whether or not a jackpot has been reached. If the result of the win / loss determination is a jackpot, a series of decorative symbols are displayed in a variable manner, and then the decorative symbols are displayed in a static manner in a predetermined winning pattern, thereby opening the jackpot slot, which is normally closed, and establishing a special game.

[0003] In this type of pachinko gaming machine, there is known a machine that uses a predetermined presentation device to execute a game presentation for suggesting or informing the player of the likelihood of transitioning to a special game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-138834 Summary of the Invention [Problem to be solved by the invention]

[0005] Since there are already many conventional pachinko gaming machines that employ this type of configuration, further improvements to the entertainment value of the game are required to differentiate the new machine from the conventional models.

[0006] The present invention has been made in consideration of such problems, and aims to provide a pachinko gaming machine that can improve the entertainment value of the game. [Means for solving the problem]

[0007] In order to achieve such an object, the pachinko gaming machine according to the present invention comprises a gaming board on which a gaming area is formed, a starting port provided in the gaming area and into which gaming balls can enter, a special pattern display device which, when the gaming ball enters the starting port, displays a variable display and a stationary display of a special pattern, a large prize opening provided in the gaming area and into which gaming balls can enter, special game execution means which enables a player to execute a special game advantageous to the player after the special pattern display device displays a stationary display of a special pattern in a specific manner, and an effect display device which displays an effect display, and in the special game, a unit game which opens the large prize opening can be executed, and the effect display device is capable of displaying a variable display and a stationary display of a decorative pattern, a variable member provided in the gaming area and into which gaming balls can enter, an operating port provided in the gaming area and into which gaming balls can enter, and a normal pattern display device which, when the gaming ball enters the operating port, displays a variable display and a stationary display of a normal pattern, The device is characterized in that an auxiliary game can be executed in which the variable member is set to an open state by stopping the display in a predetermined manner after the normal symbol is displayed in a variable manner on the normal symbol display device, and has a normal ball entry state and an easy ball entry state in which the ease of the game ball entering the variable member is increased compared to the normal ball entry state, and that it is possible to set the normal ball entry state or the easy ball entry state, and that when a variable display of a special symbol is not being executed and a special game is not being executed, a predetermined waiting effect can be executed when a predetermined condition is met, and when the device is in the normal ball entry state and a predetermined waiting effect is being executed, the predetermined waiting effect ends when a game ball enters the start port, but does not end even if a game ball enters the operating port, and when the device is in the easy ball entry state and a predetermined waiting effect is being executed, the predetermined waiting effect ends when a game ball enters the operating port. [Effects of the Invention]

[0008] According to the pachinko gaming machine of the present invention, it is possible to improve the entertainment value of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the pachinko gaming machine. [Figure 3] FIG. 2 is a control block diagram of the pachinko gaming machine. [Figure 4] This is a functional block diagram of the main control board and presentation control board of the above-mentioned pachinko game machine. [Figure 5] FIG. 10 is a schematic diagram showing a special symbol winning / losing lottery table. [Figure 6] (A) is a schematic diagram showing the first special symbol jackpot symbol table, and (B) is a schematic diagram showing the second special symbol jackpot symbol table. [Figure 7] This is a schematic diagram showing a special pattern variation pattern table 1. [Figure 8] This is a schematic diagram showing the special pattern variation pattern table 2. [Figure 9] This is a schematic diagram showing the special pattern variation pattern table 3. [Figure 10] FIG. 10 is a schematic diagram showing the pattern attributes of decorative patterns. [Figure 11] This is a schematic diagram showing the correspondence between the type of jackpot, the jackpot pattern combination of decorative patterns, and the performance pattern during the jackpot. [Figure 12] This is a schematic diagram showing an overview of the Choju jackpot presentation. [Figure 13] This is a schematic diagram showing an overview of the Kotobuki jackpot A presentation. [Figure 14] This is a schematic diagram showing an overview of the Kotobuki jackpot B performance. [Figure 15] This is a schematic diagram showing an overview of the Kidai Hit A performance. [Figure 16] This is a schematic diagram showing an overview of the Happy Hit B performance. [Figure 17] FIG. 2 is a schematic diagram showing a basic screen during a round of play. [Figure 18] A conceptual diagram for explaining the configuration of the winning-related effects. [Figure 19] This is a schematic diagram showing an example of an over-winning effect. [Figure 20]This is a schematic diagram showing an example of a large prize slot count-up effect. [Figure 21] FIG. 10 is a schematic diagram showing an example of a bonus prize presentation. [Figure 22] This is a schematic diagram showing an example of a general winning slot count-up effect. [Figure 23] This is a time chart explaining the priority of the large prize slot count-up effect. [Figure 24] FIG. 10 is a schematic diagram illustrating an emphasis effect. [Figure 25] FIG. 10 is a schematic diagram illustrating types of errors in a gaming machine. [Figure 26] This is a time chart to explain whether or not the over prize effect will be executed at the end of a jackpot. [Figure 27] This is a time chart to explain whether or not a bonus prize presentation will be executed at the end of a jackpot. [Figure 28] This is a time chart showing the relationship between the detection state of the touch sensor and the over winning effect and the general winning effect. [Figure 29] 10 is a time chart showing the relationship between the game state in which the game start preparation effect is executed and the game state in which the over prize effect and the bonus prize effect are executed. [Figure 30] FIG. 10 is a schematic diagram showing a volume adjustment screen. [Figure 31] This is a time chart explaining the overlapping execution of the over prize effect and the bonus prize effect. [Figure 32] This is a time chart when over winnings and bonus winnings occur multiple times within a predetermined period. [Figure 33] This is a time chart of the prize ball signal when a game ball enters a general prize opening. [Figure 34] This is a time chart of the prize ball signal when a game ball enters the big prize opening. [Figure 35] 10 is a flowchart showing the main processing on the main control side. [Figure 36] This is a flowchart showing the control processing following Figure 35 of the main processing on the main control side. [Figure 37] 10 is a flowchart showing main control side timer interrupt processing. [Figure 38] 10 is a flowchart showing the winning monitoring process. [Figure 39] 10 is a flowchart showing a start port monitoring control process. [Figure 40] 10 is a flowchart showing a special pattern variation start monitoring control process. [Figure 41] 10 is a flowchart showing the special pattern variation start monitoring process. [Figure 42] 10 is a flowchart showing a special symbol control process. [Figure 43] 10 is a flowchart showing a general-purpose special symbol control process. [Figure 44] 10 is a flowchart showing the special pattern variation start processing. [Figure 45] 10 is a flowchart showing processing during special pattern variation. [Figure 46] 10 is a flowchart showing the processing during the display of the special symbol stop symbol. [Figure 47] 10 is a flowchart showing the special electric device control process. [Figure 48] This is a flowchart showing the control processing following Figure 47 of the special electric device control processing. [Figure 49] 10 is a flowchart showing a reset start process. [Figure 50] 10 is a flowchart showing the main processing on the performance control side. [Figure 51] 10 is a flowchart showing a command analysis process. [Figure 52] 10 is a flowchart showing a process for determining the content of a winning effect. [Figure 53] 10 is a flowchart showing a performance control command reception interrupt process. [Figure 54] A flowchart showing the performance control side timer interrupt processing. [Figure 55] 10 is a flowchart showing an image control command transmission interrupt process. [Figure 56]FIG. 10 is a diagram showing a schematic diagram of a special symbol winning / losing lottery table in the second embodiment. [Figure 57] FIG. 10 is a schematic diagram showing a special symbol jackpot symbol table of the second embodiment. [Figure 58] A transition diagram of the game state and presentation mode in the second embodiment. [Figure 59] FIG. 10 is a schematic diagram showing a game status setting table of the second embodiment. [Figure 60] 10 is a comparison table of the variable time of the special symbols in the second embodiment. [Figure 61] FIG. 10 is a schematic diagram illustrating the normal symbol lottery of the second embodiment. [Figure 62] FIG. 10 is a schematic diagram for explaining simultaneous fluctuation processing (fluctuation interruption processing, fluctuation forced stop processing) of the second embodiment. [Figure 63] FIG. 10 is a front view of a pachinko gaming machine according to a modified example of the second embodiment. [Figure 64] FIG. 10 is a front view showing the main control and display device of the third embodiment. [Figure 65] FIG. 11 is a schematic diagram showing an example of an emphasis effect according to the third embodiment. [Figure 66] FIG. 11 is a schematic diagram showing an emphasis effect pattern table according to the third embodiment. [Figure 67] 10 is a time chart showing the timing of execution of highlighting effects, special effect displays, and output of specific sound effects during execution of a jackpot game in the third embodiment. [Figure 68] This is a time chart showing the relationship between the execution time of the highlighting effect and the execution time of the jackpot end demo in the third embodiment. [Figure 69] 10 is a time chart showing the execution timing of highlighting effects, light emitting effects, and special effects in the third embodiment. [Figure 70] (A) is a time chart showing the execution timing of the role object performance during fluctuation in the third embodiment, and (B) is a time chart showing the execution timing of the role object performance during a jackpot in the third embodiment. [Figure 71]10A is a time chart when the execution of the emphasis effect of the third embodiment is restricted, and FIG. 10B is a time chart when the execution of the over winning effect of the third embodiment is restricted. [Figure 72] This is a time chart showing what happens when a power outage occurs during the execution of the jackpot type display in the third embodiment. [Figure 73] 10 is a time chart showing when a power outage occurs during execution of the round display in the third embodiment. [Figure 74] FIG. 10 is a control block diagram showing the control configuration of a gaming machine according to a fourth embodiment. [Figure 75] A functional block diagram of the main control board and the performance control board of the fourth embodiment. [Figure 76] FIG. 13 is a functional block diagram showing a power-on transition mode control unit and a performance information management unit according to a fourth embodiment. [Figure 77] FIG. 10 is a front view showing the main control board unit of the fourth embodiment. [Figure 78] FIG. 10 is a schematic diagram showing a performance display monitor according to a fourth embodiment. [Figure 79] FIG. 10 is a diagram showing basic game specifications of the fourth embodiment. [Figure 80] FIG. 10 is a schematic diagram showing a special symbol winning / losing lottery table in the fourth embodiment. [Figure 81] 10A is a schematic diagram showing a first special symbol jackpot symbol table of the fourth embodiment, and FIG. 10B is a schematic diagram showing a second special symbol jackpot symbol table of the fourth embodiment. [Figure 82] FIG. 13 is a diagram illustrating the relationship between power-on operations and transition modes in the fourth embodiment. [Figure 83] FIG. 10 is a schematic diagram showing an example of display of setting values ​​on a performance display monitor according to a fourth embodiment. [Figure 84] FIG. 10(A) is a diagram showing the notification content in the setting change mode of the fourth embodiment, and FIG. 10(B) is a diagram showing the notification content in the setting check mode of the fourth embodiment. [Figure 85] 10(A) is a schematic diagram showing a storage area of ​​a RAM of a main control board of the fourth embodiment, and FIG. 10(B) is a schematic diagram showing a performance information storage area of ​​the fourth embodiment. [Figure 86] FIG. 13 is a schematic diagram showing an example of displaying base values ​​for each section in the fourth embodiment. [Figure 87] FIG. 13 is a diagram showing the display contents displayed in the discrimination segment and the ratio segment for each management section (measurement section) in the fourth embodiment. [Figure 88] This is a time chart when the first hit occurs in section A for the first time when the power is turned on in the fourth embodiment. [Figure 89] (A) is a time chart showing the initial display period when the game state when the power is restored after a power outage in the fourth embodiment is a special game state, and (B) is a time chart showing the initial display period when the game state when the power is restored after a power outage in the fourth embodiment is a normal game state. [Figure 90] This is a time chart when a prize ball error occurs during a jackpot game. [Figure 91] FIG. 11 is a front view of the game board of the fifth embodiment. [Figure 92] FIG. 10 is a schematic diagram showing a sub-control display device of a fifth embodiment. [Figure 93] FIG. 13 is a perspective view showing the effect button and cross key of the fifth embodiment. [Figure 94] FIG. 13 is a schematic diagram for explaining the flow of button effects in the fifth embodiment. [Figure 95] FIG. 13 is a schematic diagram showing types of button effects in the fifth embodiment. [Figure 96] FIG. 13 is a schematic diagram for explaining the timing of execution of the button vibration effect in the fifth embodiment. [Figure 97] FIG. 13 is a schematic diagram showing an example of the first button vibration effect α in the fifth embodiment. [Figure 98] FIG. 13 is a schematic diagram showing an example of the first button vibration effect β in the fifth embodiment. [Figure 99] FIG. 13 is a schematic diagram showing an example of the second button vibration effect in the fifth embodiment. [Figure 100] FIG. 99 is a schematic diagram showing an example of the second button vibration effect in the fifth embodiment (continuation of FIG. 99). [Figure 101]FIG. 13 is a schematic diagram showing an example of the third button vibration effect in the fifth embodiment. [Figure 102] FIG. 101 is a schematic diagram showing an example of the vibration effect of the third button in the fifth embodiment (continuation of FIG. 101). [Figure 103] FIG. 13 is a schematic diagram showing an execution pattern table for button vibration effects in the fifth embodiment. [Figure 104] 13 is a flowchart of an initialization operation process of a movable body according to the fifth embodiment. [Figure 105] A schematic diagram showing the flow of display screens displayed on the performance display device after the gaming machine of the fifth embodiment is turned on. [Figure 106] 13 is a time chart for explaining the relationship between the initialization operation of the movable body and the button vibration effect in the fifth embodiment. [Figure 107] 10 is a time chart for explaining the relationship between the initialization operation of the movable body and the first button effect in the fifth embodiment. [Figure 108] FIG. 13 is a schematic diagram showing an example of a special effect effect (collective effect effect) in the fifth embodiment. [Figure 109] 13 is a time chart showing a modified example of the relationship between the initialization operation of the movable body and the first button effect in the fifth embodiment. [Figure 110] 13 is a time chart for explaining the relationship between the initialization operation of the movable body and the second button effect in the fifth embodiment. [Figure 111] FIG. 13 is a schematic diagram showing a display example of a left-handed hit notification image in the fifth embodiment. [Figure 112] This is a time chart explaining the execution timing of the left-hit notification effect in the fifth embodiment. [Figure 113] This is a time chart showing what happens when a power outage occurs during the execution of the left-hit notification effect in the fifth embodiment. [Figure 114] This is a time chart used to explain the predictive effect after transitioning from a high base state to a low base state in the fifth embodiment. [Figure 115] A schematic diagram used to explain the pending image display area and changing image display area of ​​the fifth embodiment. [Figure 116] (A) is a schematic diagram for explaining the pending image and changing image of the fifth embodiment, and (B) is a schematic diagram for explaining an example of the motion display (animation display) of the pending image and changing image of the fifth embodiment. [Figure 117] A schematic diagram showing examples of hold change suggestion effects and hold change effects in the fifth embodiment. [Figure 118] This is a time chart when variable displays A and B are executed as variable displays of the first special pattern in the fifth embodiment. [Figure 119] 10 is a time chart showing a case where the display of a sound adjustment image and the initialization operation of a movable body are executed simultaneously after the power is restored from a power outage in the gaming machine of the fifth embodiment. [Figure 120] A time chart showing the relationship between the initialization operation of the movable parts after power is restored from a power outage in the gaming machine of the fifth embodiment and the display content of the performance display device. [Figure 121] 10 is a time chart showing the relationship between the performance operation (performance of the first movable role object) of the fifth embodiment and the display content of the performance display device. [Figure 122] 13A and 13B are schematic diagrams showing a first effect of an operation prompt effect according to a modified example of the fifth embodiment, in which (a) is a schematic diagram showing an image before a button is operated, and (b) is a schematic diagram showing an image after the button is operated. [Figure 123] 13A and 13B are schematic diagrams showing the second operation prompting effect of a modified example of the fifth embodiment, in which (a) is a diagram showing the image before freezing, and (b) is a diagram showing the image after freezing. [Figure 124] 13A and 13B are schematic diagrams showing the second operation prompting effect of a modified example of the fifth embodiment, in which (a) is an image after the freeze is released, and (b) is an image after a button is operated. [Figure 125] This shows various periods and states during the second operation promotion performance of a modified example of the fifth embodiment, compared with the first performance, where (a) is a timing chart of the first performance and (b) is a timing chart of the second performance. [Figure 126] 13A and 13B are schematic diagrams showing the second operation prompting effect of a modified example of the fifth embodiment, in which (a) is an image before a button operation at the time of reaching a winning point, and (b) is an image after the button operation. [Figure 127] This shows the second effect of the operation promotion effect in a modified example of the fifth embodiment, where (a) is a schematic diagram showing an image after freezing when a reach occurs, and (b) is a schematic diagram showing an image of the provocative effect when the reach develops. [Figure 128] 13A and 13B are schematic diagrams showing the second operation prompting effect of a modified example of the fifth embodiment, in which (a) is an image after the freeze is released, and (b) is an image after a button is operated. [Figure 129] FIG. 13 is a schematic diagram showing an operation prompting effect pattern table according to a modified example of the fifth embodiment. [Figure 130] FIG. 10 is a schematic diagram showing the configuration of the decorative pattern of the sixth embodiment. [Figure 131] FIG. 20 is a schematic diagram illustrating mode presentation (stage presentation) in the sixth embodiment. [Figure 132] FIG. 20 is a schematic diagram showing a display screen for the BGM selection effect of the sixth embodiment. [Figure 133] FIG. 13 is a schematic diagram illustrating a variable standby period according to the sixth embodiment. [Figure 134] A schematic diagram showing examples of standby operation presentations and standby presentations during fluctuations in the sixth embodiment. [Figure 135] This is a schematic diagram showing an example of the standby operation presentation and the standby presentation during fluctuation in the sixth embodiment (continuation of Figure 134). [Figure 136] This is a time chart showing the case where a game ball enters the starting hole during execution of a standby demo performance in a low base state in the sixth embodiment. [Figure 137] This is a time chart showing the case where a game ball enters the starting hole during the execution of the low base state fluctuation action presentation in the sixth embodiment. [Figure 138] This is a time chart showing the case where a game ball enters the starting hole during execution of a standby demo performance in a high base state in the sixth embodiment. [Figure 139] This is a time chart showing the case where a game ball enters the starting hole during the execution of the high base state variable action presentation in the sixth embodiment. [Figure 140] FIG. 13 is a schematic diagram for explaining the image transformation effect of the sixth embodiment. [Figure 141] FIG. 13 is a schematic diagram conceptually showing the layer structure of a frame image in a variable effect (when an image action effect is not being executed) in the sixth embodiment. [Figure 142] FIG. 20 is a schematic diagram conceptually showing the layer structure of a frame image in a variation effect (when an image transformation effect is being executed) in the sixth embodiment. [Figure 143] FIG. 20 is a schematic diagram for explaining an overview of button effects in the sixth embodiment. [Figure 144] FIG. 13 is a schematic diagram showing the notification mode of the effect button in the sixth embodiment. [Figure 145] FIG. 20 is a schematic diagram showing an example of a button effect including a weak operation trigger effect (dialogue preview effect) in the sixth embodiment. [Figure 146] FIG. 13 is a schematic diagram showing an example of a button effect including a strong operation trigger effect (cut-in advance notice effect) in the sixth embodiment. [Figure 147] FIG. 13 is a schematic diagram showing an example of a button effect including a specific type of operation trigger effect in the sixth embodiment. [Figure 148] A schematic diagram showing an example of a button effect including a specific type of operation trigger effect in the sixth embodiment (continuation of Figure 147). [Figure 149] FIG. 20 is a schematic diagram showing an example of a button effect including a weak operation trigger effect (a failed decision effect) in the sixth embodiment. [Figure 150] FIG. 149 is a schematic diagram showing an example of a button effect including a weak operation trigger effect (failed decision effect) in the sixth embodiment (continuation of FIG. 149). [Figure 151] FIG. 13 is a schematic diagram for explaining the contents of various effect buttons in the sixth embodiment. [Figure 152] FIG. 13 is a schematic diagram showing a button image according to the sixth embodiment. [Figure 153] A schematic diagram showing an example of the button appearance preview effect in the sixth embodiment. [Fig. 154] This is a time chart when the button effect is executed when the jackpot change display in the sixth embodiment branches into win or loss. [Figure 155] A functional block diagram of the main control board and the performance control board of the seventh embodiment. [Figure 156] FIG. 13 is a diagram showing basic game specifications of the seventh embodiment. [Figure 157] 10A is a schematic diagram showing a first special symbol jackpot symbol table of the seventh embodiment, and FIG. 10B is a schematic diagram showing a second special symbol jackpot symbol table of the seventh embodiment. [Figure 158] 13(A) is a schematic diagram showing a storage area of ​​the RAM of the main control board of the seventh embodiment, and FIG. 13(B) is a schematic diagram showing a suppression function information storage area of ​​the seventh embodiment. [Figure 159] 13A and 13B are diagrams for explaining the increment number and decrement number of the MY counter according to the seventh embodiment. [Figure 160] FIG. 20 is a diagram for explaining a method of updating the MY counter in the seventh embodiment. [Figure 161] FIG. 20 is a diagram for explaining a method for initializing a MY counter in the seventh embodiment. [Figure 162] 13 is a time chart of a suppression function pre-activation signal and a suppression function activation signal according to the seventh embodiment. [Figure 163] A schematic diagram showing an example of the advance notification effect in the seventh embodiment. [Fig. 164] A schematic diagram showing an example of the suppression notification display in the seventh embodiment. [Figure 165] This is a schematic diagram showing an example of a presentation in the seventh embodiment when the count value of the MY counter reaches a specified value while a jackpot game is not being executed. [Figure 166] This is a schematic diagram showing an example of a presentation (continuation of Figure 165) when the count value of the MY counter reaches a specified value while a jackpot game is not being executed in the seventh embodiment. [Figure 167] A schematic diagram showing an example of a presentation in which the advance notification presentation is canceled after the count value of the MY counter in the seventh embodiment reaches a predetermined value. [Figure 168] This is a schematic diagram showing an example of a presentation when the count value of the MY counter reaches a specified value during execution of a jackpot game in the seventh embodiment. [Figure 169] This is a time chart when the suppression function activation condition is met during the execution of the prize ball count-up effect in the seventh embodiment. [Figure 170] This is a time chart when the advance notification conditions are met during the execution of the prize ball count-up effect in the seventh embodiment. [Figure 171] 13 is a time chart showing a case where a suppression function activation condition is satisfied during execution of an emphasis effect in the seventh embodiment. [Fig. 172] 13 is a time chart showing a case where an advance notification condition is satisfied during execution of an emphasis effect in the seventh embodiment. [Figure 173] 13 is a time chart showing the relationship between the execution time of the prize ball count-up effect and the execution time of the highlight effect in the seventh embodiment. [Fig. 174] 13 is a time chart showing the case where multiple game balls enter the big prize opening consecutively in the seventh embodiment. [Figure 175] FIG. 23 is a schematic diagram showing an example of a performance when a music selection performance and an emphasis performance are executed simultaneously in the seventh embodiment. [Figure 176] 13 is a time chart showing when the music is changed in the music selection effect in the seventh embodiment. [Figure 177] 13 is a time chart showing a case where a power outage occurs immediately before a suppression function activation condition is satisfied in the seventh embodiment. [Figure 178] 13 is a time chart showing a case where a power outage occurs immediately before an advance notification condition is satisfied in the seventh embodiment. [Figure 179] 13 is a time chart showing a case where a power outage occurs after a suppression function activation condition is satisfied in the seventh embodiment. [Figure 180] 13 is a time chart showing a case where a power outage occurs after an advance notification condition is satisfied in the seventh embodiment. [Figure 181] A schematic diagram showing a first example of the winning ball number display presentation in the eighth embodiment. [Figure 182] A schematic diagram showing a second example of the winning ball number display presentation in the eighth embodiment. [Figure 183] FIG. 13 is a schematic diagram showing an example of the result effect and the role-play effect in the eighth embodiment. [Figure 184] FIG. 13 is a schematic diagram showing an example of the result effect and the role-play effect in the eighth embodiment. [Figure 185] 13A to 13C are schematic diagrams showing examples of emphasis effects and volume adjustment image effects in the eighth embodiment. [Figure 186] A schematic diagram showing an example of a prize ball count-up effect based on an over-winning performance in the eighth embodiment. [Figure 187] A schematic diagram showing an example of a presentation when no game ball enters the big prize opening during the execution of a big win game in the eighth embodiment. [Figure 188] A figure explaining the character display in the number of winning balls display presentation in the eighth embodiment. [Figure 189] FIG. 20 is a schematic diagram illustrating a customization setting method according to the eighth embodiment. [Figure 190] A schematic diagram showing an example of a changing character effect in the ninth embodiment. [Figure 191] This is a schematic diagram showing an example of the variable character effect in the ninth embodiment (continuation of Figure 190). [Figure 192] A schematic diagram showing an example of the jackpot character display in the ninth embodiment. [Figure 193] FIG. 13 is a diagram showing the relationship between error types and error displays in the ninth embodiment. [Figure 194] A schematic diagram illustrating the relationship between the error text effect and the number of winning balls display effect in the ninth embodiment. [Figure 195] FIG. 13 is a diagram illustrating the relationship between the error character presentation and the variable character presentation in the ninth embodiment. [Figure 196] This is a diagram explaining the relationship between the error character presentation and the jackpot character presentation in the ninth embodiment. [Figure 197] 13A and 13B are diagrams illustrating the relationship between character effects and image transformation effects in the ninth embodiment. [Figure 198] FIG. 13 is a schematic diagram showing an example of display of a maker pattern in the ninth embodiment. [Figure 199]This is a schematic diagram used to explain the operation of the upper movable part and the lower movable part in the 9th embodiment. [Figure 200] FIG. 13 is a schematic diagram showing an example of a role-playing effect in the ninth embodiment. [Figure 201] This is a schematic diagram showing an example of the role object performance in the ninth embodiment (continuation of Figure 200). [Figure 202] This is a schematic diagram showing an example of the role-playing effect in the ninth embodiment (continuation of Figure 201). [Figure 203] This is a time chart showing the case where initialization operation of a movable part is performed after power is restored with RAM clear processing in the ninth embodiment. [Figure 204] This is a time chart showing the case where initialization operation of a movable part is performed after power is restored without RAM clearing processing in the ninth embodiment. [Figure 205] This is a schematic diagram explaining the relationship between the movable device and the return image and right-hit notification image in the 9th embodiment. [Figure 206] A schematic diagram illustrating the relationship between the initialization operation of the movable role and the standby demo performance in the ninth embodiment. [Figure 207] FIG. 20 is a diagram illustrating a customer waiting period in the tenth embodiment. [Figure 208] A schematic diagram showing an example of a customer waiting effect in the 10th embodiment. [Figure 209] This is a schematic diagram showing an example of a customer waiting effect in the 10th embodiment (continuation of Figure 208). [Figure 210] A figure comparing each display mode of the standby demo presentation in the 10th embodiment. [Figure 211] FIG. 20 is a diagram showing the lighting state of the board lamp in each section A to D of the standby demo presentation in the tenth embodiment. [Figure 212] 13A is a schematic diagram showing a display example of a power saving display in the tenth embodiment, and FIG. 13B is a schematic diagram showing a display example of a DEMO display in the tenth embodiment. [Figure 213]13A is a schematic diagram showing a display example of a demo movie display in the tenth embodiment, and FIG. 13B is a schematic diagram showing a display example of an SP reach presentation A in the tenth embodiment. [Figure 214] A figure for comparing the lighting patterns of the board lamp during the standby demo performance and the variable performance in the 10th embodiment. [Figure 215] FIG. 23 is a schematic diagram showing a display example of a first error display in the tenth embodiment. [Figure 216] FIG. 23 is a schematic diagram showing a display example of a second error display in the tenth embodiment. [Figure 217] This is an example of a performance that occurs when a power outage occurs during execution of a standby demo performance in the 10th embodiment. [Figure 218] A schematic diagram showing an example of a presentation when a power outage occurs during the variable display of decorative patterns in the 10th embodiment. [Figure 219] This is a schematic diagram showing an example of the presentation (continuation of Figure 218) when a power outage occurs during the changing display of decorative patterns in the 10th embodiment. [Figure 220] (A) is a schematic diagram showing the state of the movable role during initialization operation in the 10th embodiment, and (B) is a schematic diagram showing the state of the movable role during execution of the final role performance in the 10th embodiment. [Figure 221] A schematic diagram showing an example of the presentation during a jackpot in the 10th embodiment. [Figure 222] 13A is a schematic diagram showing an example of a suppression notification display in the tenth embodiment, and FIG. 13B is a schematic diagram showing an example of a pre-notification display in the tenth embodiment. [Figure 223] This is a time chart when a game ball enters the starting hole while a warning display for a waiting demo performance is being executed in the 10th embodiment. [Figure 224] This is a time chart when a game ball enters a general winning slot while a warning display for a waiting demo performance is being executed in the 10th embodiment. [Figure 225] 23 is a time chart showing a case where a power outage occurs immediately before a suppression function activation condition is satisfied in the tenth embodiment. [Figure 226] 23 is a time chart showing a case where a power outage occurs immediately before an advance notification condition is satisfied in the tenth embodiment. [Figure 227] 13 is a time chart when the gaming machine is powered on while the volume button is pressed in the tenth embodiment. [Figure 228] A schematic diagram showing an example of a presentation in which an image transformation presentation is executed in the variable display after the end of the standby demo presentation in the 10th embodiment. [Figure 229] A schematic diagram showing the configuration of the big prize opening in the 11th embodiment. [Figure 230] FIG. 23 is a schematic diagram illustrating a customer waiting period in the eleventh embodiment. [Figure 231] FIG. 23 is a diagram illustrating a timer for a customer waiting period in the eleventh embodiment. [Figure 232] 23 is a time chart showing the output period of the stage BGM in the eleventh embodiment. [Figure 233] FIG. 22 is a schematic diagram showing an example of the background display during the customer waiting period in the 11th embodiment. [Figure 234] 16 is a time chart showing when a predetermined operating means is operated during standby for fluctuation in the eleventh embodiment. [Figure 235] 16 is a time chart showing when a predetermined error occurs during standby for fluctuation in the eleventh embodiment. [Figure 236] A schematic diagram showing an example of a jackpot end demo presentation in the 11th embodiment. [Figure 237] A schematic diagram showing a modified example of the jackpot end demo presentation in the 11th embodiment. [Figure 238] A schematic diagram showing a modified example of the jackpot end demo presentation in the 11th embodiment (continuation of Figure 237). [Figure 239] A schematic diagram showing an example of the first explanatory presentation in the 11th embodiment. [Figure 240] A schematic diagram showing an example of the second explanatory presentation in the 11th embodiment. [Figure 241]This is an example of a presentation when presentation customization is performed during standby for fluctuation in the 11th embodiment. [Figure 242] 23 is a time chart showing a case where a power outage occurs immediately before a suppression function activation condition is satisfied in the eleventh embodiment. [Figure 243] 23 is a time chart showing a case where a power outage occurs after a suppression function activation condition is satisfied in the eleventh embodiment. [Figure 244] FIG. 23 is a diagram showing basic game specifications in a first modified example of the eleventh embodiment. [Figure 245] A schematic diagram showing an example of a screen of a performance display device in the first variant of the 11th embodiment. [Figure 246] This is a time chart when the conditions for ending the standby demo presentation are met in a low base state in the 11th embodiment. [Figure 247] This is a time chart when the conditions for ending the standby demo presentation are met in a high base state in the 11th embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings.

[0011] [First embodiment] 1 and 2 show a front view and a rear view of the pachinko gaming machine PM according to this embodiment, and first, referring to these figures, an outline of the overall configuration of the pachinko gaming machine PM will be explained. The pachinko gaming machine PM according to this embodiment is a model that combines two functions equivalent to conventional type 1 pachinko gaming machines, and is capable of developing a first game (first special symbol game) and a second game (second special symbol game).

[0012] <Basic structure of a pachinko machine> First, the basic structure of the front side of the pachinko gaming machine PM will be explained with reference to Figure 1. As shown in Figure 1, the pachinko gaming machine PM (also simply referred to as "gaming machine PM") has an outer frame 1, which is a vertically oriented fixed holding frame made up of an outer rectangular frame size, and a front frame 2, which is made up of a matching rectangular frame size and forms an opening / closing mounting frame, attached to the front of the opening so that it can be opened and closed sideways and detached by upper and lower hinge mechanisms 3 arranged on the left edge of each front face, and is always kept in a closed state engaged with the outer frame 1 by using a locking device 4 called a double lock provided on the right edge of the front face.

[0013] A square glass frame 5 that fits the upper front area of ​​the front frame 2 is attached to the front frame 2 using upper and lower hinge mechanisms 3 so that it can be opened and closed sideways and can be attached and detached, and a locking device 4 is used to keep it in a closed state that covers the front of the front frame 2. A game board 20 is removably set and held in the front frame 2, and the game area PA in front of the game board 20 can be seen through the double-glazed glass of the glass frame 5, which is always kept closed.

[0014] The front side of the glass frame 5 is provided with a frame lamp (LED lamp) 10 that lights up depending on the development of the game, and a speaker 11 that generates sound effects depending on the development of the game. Upper and lower ball trays (upper ball tray 8 and lower ball tray 9) for storing game balls are provided below the glass frame 5. An effect button (effect switch) 15 that is pressed by the player is provided in the center of the front of the upper ball tray 8, and a launch handle 12 for launching game balls is provided on the right front side of the lower ball tray 9. Hereinafter, for convenience, the operation input means for effecting will be referred to as the "effect button 15." However, in this example, the effect button 15 is used to refer to any operation input means, such as an on / off button-type switch, a cross-shaped switch (cross key, cross button) that outputs according to the direction of the operation input, a tilt-operated lever-type switch, a rotary-operated dial switch, a proximity switch that outputs when the player's hand approaches or touches it, a touch sensor, a touch panel, etc.

[0015] The game board 20 is constructed using a base plate formed into a rectangular flat plate using a synthetic resin material such as acrylic resin, polycarbonate resin, or ABS resin. An outer rail 41 and an inner rail 42 are fixed in an arc shape on the front surface of the game board 20, defining a substantially circular game area PA in which game balls can roll. The outer rail 41 and the inner rail 42 also form a guide passage (not shown) for guiding game balls to the game area PA, and a ball return prevention valve 43 is disposed near the game ball outlet opening of the guide passage (at the tip of the inner rail 42) to prevent game balls released into the game area PA from returning back into the guide passage. In this game area PA, in addition to a windmill and numerous game nails, various winning ports such as first starting port 51, second starting port 52, operating gate 53, big winning port 54, and general winning ports 61, 62, 63, and 64 are provided, as well as various display devices such as first special symbol display device 71, second special symbol display device 72, first special symbol hold lamp 73, second special symbol hold lamp 74, normal symbol display device 75, and normal symbol hold lamp 76. A center ornament 21 is disposed approximately in the center of the game area PA, and the screen of effect display device 70 is visible through the central opening of this center ornament 21.

[0016] The gaming area PA is divided into a left area PA1, which is the area to the left of the center ornament 21 (the area of ​​the game board corresponding to left-handed play), and a right area PA2, which is the area to the right of the center ornament 21 (the area of ​​the game board corresponding to right-handed play), with the center ornament 21 being the approximate center of the base. A top plate portion 22, which faces the outer rail 41 in the approximately vertical direction, is integrally formed at the top of the center ornament 21, and a connecting passage 44, which allows gaming balls to pass through to the right area PA2, is formed between the top plate portion 22 and the outer rail 41 as an extension of the above-mentioned guide passage. In this embodiment, gaming balls flowing down the left area PA1 can mainly enter any of the first start opening 51 and the general winning openings 61-63, which are located below the center ornament 21. On the other hand, gaming balls flowing down the right area PA2 can mainly enter any of the operating gate 53, the general winning opening 64, the second start opening 52, and the special winning opening 54, which are located to the right of the center ornament 21. At the bottom end of the game area PA, there is provided an outlet 29 that discharges game balls that do not enter the winning holes but roll down to the back side of the game board 20. Below, each of the components provided on the game board 20 will be explained in order.

[0017] The first start opening 51 is provided as a start winning opening corresponding to the first special symbol game, and is equipped with a first start opening switch 511 for detecting the entry of a game ball. This first start opening 51 is a winning opening that opens upward and is always open, and is mainly capable of receiving game balls that flow down the left area PA1 (game balls hit from the left). The entry of a game ball into the first start opening 51 triggers a first special symbol lottery. In this embodiment, the special symbol that is displayed variably or statically on the first special symbol display device 71 is referred to as the "first special symbol."

[0018] The second start opening 52 is provided as a start winning opening corresponding to the second special symbol game and is equipped with a second start opening switch 521 for detecting the entry of a game ball. This second start opening 51 is disposed in the right area PA2, which is the board area corresponding to right-handed hits, and is mainly capable of receiving game balls flowing down the right area PA2 (game balls hit to the right). The entry of a game ball into the second start opening 52 triggers the drawing of a second special symbol. In this embodiment, the special symbol displayed as a variable or static symbol on the second special symbol display device 72 is referred to as the "second special symbol." This second start opening 52 is equipped with a normal electric device 522, commonly referred to as an electric chute, and a normal electric device solenoid 523 for driving the normal electric device 522 to open and close. The normal electric device 522 can be changed between an open state in which a gaming ball can or easily enters, and a closed state in which a gaming ball cannot or has difficulty entering the second starting hole 52. In other words, the normal electric device 522 is designed so that a gaming ball has difficulty entering the second starting hole 52 unless it is displaced to the open state, and when it is displaced to the open state upon a predetermined trigger (a winning trigger in the normal symbol lottery) described below, it becomes easier for the gaming ball to enter. This normal electric device 522 is equipped with a movable member 524 that slides back and forth to open and close the second starting hole 52. The movable member 524 can slide back and forth (perpendicular to the surface of the game board) between a closed position (protruding position) in which the second starting hole 52 is closed, making it impossible or difficult for the gaming ball to enter, and an open position (retracted position) in which the second starting hole 52 is opened, making it possible or easy for the gaming ball to enter. The upper surface of this movable member 524 has a passage width of at least about one game ball in the front-to-rear direction, and is formed so as to slope downward from the right side to the left side when viewed from the front. Therefore, when the movable member 524 is in the closed position (when the second starting port 52 is closed), the game ball can flow down using the upper surface of the movable member 524 as a guide path, and flows down the guide path from right to left and falls from the left end of the normal electric role device 522.

[0019] The actuation gate 53 is provided as a start winning port corresponding to a normal symbol game, and is equipped with an actuation gate switch 531 for detecting the passage of a game ball. The passage of a game ball through the actuation gate 53 triggers a normal symbol lottery to determine whether or not the second start port 52 is opened.

[0020] The large prize opening 54 is formed as a horizontally rectangular opening that opens when the result of the lottery for the first special symbol or the second special symbol is a big win or a small win. The large prize opening 54 is equipped with a large prize opening switch 541 for detecting the entry of a gaming ball, a special electric device 542 commonly referred to as an attacker, and a large prize opening solenoid 543 for driving the special electric device 542 to open and close. The special electric device 542 is variable between an open state in which gaming balls can or easily enter, and a closed state in which gaming balls cannot or have difficulty entering the large prize opening 54. In this example, the large prize opening 54 is located in the right area PA2 of the gaming area PA. Therefore, in special games (big win games, small win games), when firing the game ball, it is easier to get the ball into the big prize opening 54 by aiming at the right area PA2, that is, by hitting it to the right.

[0021] The general winning openings 61-63 are arranged in the left area PA1, which is the area of ​​the board corresponding to left-handed hits, and game balls that flow down the left area PA1 can enter. The general winning openings 61-63 are equipped with a left general winning opening switch 611 for detecting game balls entering. From the perspective of cost reduction, etc., this left general winning opening switch 611 is configured as a common sensor (single sensor) for the three general winning openings 61-63, and can detect game balls entering any of the general winning openings 61-63.

[0022] The general winning opening 64 is disposed in the right area PA2, which is the area of ​​the board corresponding to right-hand hits, and game balls that flow down the right area PA2 can enter the general winning opening 64. The general winning opening 64 is equipped with a right general winning opening switch 641 for detecting the entry of game balls. Note that the entry of game balls into each of the general winning openings 61 to 64 does not trigger a lottery for special or normal symbols, but it does trigger the winning of prize balls, just like the other winning openings (excluding the operating gate 53).

[0023] The first special pattern display device 71 performs a variable display and a final display of the first special pattern when the gaming ball enters the first starting hole 51. This first special pattern display device 71 is composed of, for example, eight LED lamps, and the variable display of the first special pattern is expressed according to the blinking pattern of the lamps, and the first special pattern is finalized and displayed when the lamps stop blinking and switch to a lit display.

[0024] The second special pattern display device 72 displays the variation and determination of the second special pattern when the gaming ball enters the second starting hole 52. This second special pattern display device 72 is composed of, for example, eight LED lamps, and the variation display of the second special pattern is expressed according to the blinking pattern of the lamps, and the second special pattern is determined and displayed when the lamps stop blinking and switch to a lit display.

[0025] The first special symbol pending lamp 73 and the second special symbol pending lamp 74 are each composed of, for example, two LED lamps, and indicate the number of pending balls (up to four for each) for the first and second special symbols by lighting or flashing the lamps. The number of pending balls for the first special symbol is a number related to a random number value obtained based on balls entering the first start slot 51 during the first or second special symbol fluctuation or during a jackpot game. This number indicates the number of balls for which the random number value is pending, i.e., the number of balls for which the winning / losing determination for the obtained random number value is temporarily suspended until the winning / losing determination permission condition (variation start condition) is satisfied. Similarly, the number of pending balls for the second special symbol is a number related to a random number value obtained based on balls entering the second start slot 52 during the first or second special symbol fluctuation or during a jackpot game. This number indicates the number of balls for which the random number value is pending, i.e., the number of balls for which the winning / losing determination for the obtained random number value is temporarily suspended until the winning / losing determination permission condition (variation start condition) is satisfied.

[0026] The normal symbol display device 75 is composed of, for example, two LED lamps, and displays normal symbol variations and confirmations. The normal symbol hold lamp 76 is composed of, for example, four lamps, and the number of lit lamps corresponds to the number of reserved normal symbol variations (the number of normal symbol variations that have not yet been executed). On the left side of the normal symbol display device 75, there is provided a round indicator 77 that displays the number of rounds (unit games) in a jackpot game (number of rounds: the number of times the special electric device 542 operates consecutively).

[0027] The effect display device 70 primarily displays effect images including decorative symbol variations that are displayed and stopped in conjunction with the first or second special symbol, and preview effects that preliminarily suggest or notify the likelihood of a jackpot, as well as reserve displays corresponding to the activated reserve balls of the first and second special symbols. Specifically, the screen of the effect display device 70 is provided with a decorative symbol display area 700 where decorative symbol variations and preview displays are performed, a reserved image display area 710 where reserved images of the first and second special symbols are displayed in synchronization with the first special symbol reserve lamp 73 and the second special symbol reserve lamp 74, and a changing image display area 720 where a changing image corresponding to the variable display is displayed. In this embodiment, a liquid crystal display device is used as the effect display device 70. The decorative symbol display unit 700 has three display areas (left symbol display area Z1, middle symbol display area Z2, right symbol display area Z3) on a predetermined effective line (not shown) that serve as variable display areas for decorative symbols. The left symbol of the decorative symbol corresponds to the left symbol display area Z1, the middle symbol of the decorative symbol corresponds to the middle symbol display area Z2, and the right symbol of the decorative symbol corresponds to the right symbol display area Z3. The reserved image display unit 710 displays reserved images (reserved icons) corresponding to the activated reserved ball of the first special symbol and reserved images (reserved icons) corresponding to the activated reserved ball of the second special symbol. The reserved images are displayed in order according to the order in which the activated reserved balls of the special symbols occur (ball entry order), and a maximum of four reserved images of the first special symbol and four reserved images of the second special symbol can be displayed. In addition, the changing image display area 720 displays a changing image (changing icon) corresponding to the currently executing changing display.

[0028] The center ornament 21 is installed around the effect display device 70 and has functions such as a flow path for game balls, protection of the effect screen, decoration, etc. This center ornament 21 is provided with a movable accessory 24 that performs effect operations according to the development status of the game. The movable accessory 24 is configured with a motor M (e.g., a stepping motor) as a drive source. In addition, the game board 20 is provided with a board lamp (LED lamp) 25 that emits light according to the development status of the game. In the following explanation, for convenience, the frame lamp 10 and the board lamp 80 are also collectively referred to as the "effect lamp LP."

[0029] Next, the basic structure of the rear side of the pachinko gaming machine PM will be explained with reference to Figure 2. On the rear side of the front frame 2, a rear set board 30 is based on a base frame body formed in the shape of a rectangular frame somewhat smaller than the front frame 2 and having a window communicating front and rear in the center, and is connected to the rear of the front frame 2 via upper and lower hinge mechanisms 3 so that it can be opened and closed sideways and can be attached and detached. A rear set cover 30C in the shape of a rectangular box with an open front is detachably attached to this rear set board 30, and is always disposed to cover the rear side of the gaming board 20 attached to the front frame 2 (as a result, the main control board 100, performance control board 200, and image control board 300, which will be described later, are covered by the rear set cover 30C).

[0030] The various parts of the rear set board 30 include a storage tank 31 for storing a large number of game balls, a tank rail 32 extending from the storage tank 31 to the right at a gentle downward slope, a ball supply passage section 33 connecting to the right end of the tank rail 32 and extending downward, a prize ball payout unit 34 for paying out game balls guided by the ball supply passage section 33, and a prize ball passage section 35 for guiding game balls paid out from the prize ball payout unit 34 to the upper ball tray 6.

[0031] On the back side of the game board 10, there are mounted a main control board 100 that controls the overall operation of the pachinko game machine PM, a performance control board 200 that controls the overall performance, an image control board 300 that controls image display and sound effects according to the game development, etc. On the other hand, on the back side of the back set board 30, there are mounted a payout control board 400 that controls the launch and payout of game balls, a power supply board 500 that receives power from the gaming facility and supplies it to various control boards and electrical and electronic components, an external information terminal board 600 (see Figure 3) that outputs external information signals (external signals) to the outside of the game machine PM, etc. Note that these control boards are housed in a transparent resin board case with a crimped structure and a sealed structure in an assembled state, and are arranged in a predetermined position on the back of the game board 20 or the back set board 30, respectively, to prevent tampering. These control boards and the electrical and electronic components of each part of the pachinko gaming machine PM are interconnected via harnesses (connector cables), so that the pachinko gaming machine PM is configured to be operable.

[0032] <Pachinko machine control configuration> Next, each control board mounted on the pachinko gaming machine PM according to this embodiment will be described with additional reference to Fig. 3. Fig. 3 is a control block diagram showing the control configuration of the pachinko gaming machine PM.

[0033] The main control board 100 is equipped with a main control microcomputer (one-chip microcomputer) 110, which is configured to include a main CPU 101 that performs various arithmetic processing related to the game, a ROM 102 that stores control programs and various data, a RAM 103 that functions as a work area and buffer memory serving as a temporary storage area, and an I / O port circuit 104 that inputs and outputs signals to and from peripheral boards and various devices. The main CPU 101 is configured to execute major control related to the progress of the game in accordance with the control program stored in the ROM 102. In addition, although not shown, the main control board 100 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the main CPU 101 to return it to a normal state if it malfunctions or goes out of control, a CTC circuit that enables real-time interrupt generation and time measurement, and a random number generation circuit that operates separately from the program processing (software random number) by the main CPU 101 to generate predetermined random numbers (built-in random numbers), and the like, all of which are connected to each other via an internal bus.

[0034] The main CPU 101 reads out various control programs stored in the ROM 102 and performs arithmetic processing based on detection information from each switch, thereby executing various processes related to the main control of the game. The RAM 103 is a backup RAM as a non-volatile storage means backed up by a backup power supply generated in the power supply board 500. In the event of a power outage, the backup area of ​​the RAM 103 is an area for storing data such as stack pointers and registers that were held at the time of the power outage, and when the power is turned on (when the power is restored after the power outage), the state of the gaming machine is restored to the state before the power outage based on the information in the backup area.

[0035] The main control board 100 is also electrically connected to the first start gate switch 511, the second start gate switch 521, the operating gate switch 531, the large prize gate switch 541, the left general prize gate switch 611, the right general prize gate switch 641, etc., and inputs detection signals from the various switches to the main CPU 101 via the I / O port circuit 104. The main control board 100 is also electrically connected to the first special symbol display device 71, the second special symbol display device 72, the first special symbol hold lamp 73, the second special symbol hold lamp 74, the normal symbol display device 75, and the normal symbol hold lamp 76, and is also electrically connected to the normal electric role solenoid 523 and the special electric role solenoid 543, and transmits control signals from the main CPU 101 to the various display means and various solenoids via the I / O port circuit 104. The main control board 100 is also electrically connected to an external information terminal board 600, and transmits game information signals from the main CPU 101 to the external terminal board 600 via the I / O port 104. This external information terminal board 600 transmits various external information signals to external devices (such as a data display or hall computer) installed outside the gaming machine PM based on the game information signals transmitted from the main control board 100. The game information signals transmitted from the main control board 100 may be input to the external information terminal board 600 via, for example, the payout control board 300.

[0036] The main control board 100 and performance control board 200 are connected by eight parallel signal lines and one strobe line, and are connected to enable communication in only one direction, from the main control board 100 to the performance control board 200, and various performance control commands are sent from the main control board 100 to the performance control board 200. It is not possible for the performance control board 200 to send data to the main control board 100, nor is it possible for the performance control board 200 to request the main control board 100 to send data.

[0037] The performance control board 200 is equipped with a performance control microcomputer (one-chip microcomputer) 210, which is configured to include a sub-main CPU 201 that performs various arithmetic processing related to game performance based on performance control commands from the main control board 100, a ROM 202 that stores a performance control program and various data, a RAM 203 that functions as a work area or buffer memory serving as a temporary storage area, and an I / O port circuit 204 that inputs and outputs signals to and from peripheral boards and various devices, and the sub-main CPU 201 is configured to execute main control related to game performance according to the control program stored in the ROM 202. In addition, the performance control board 200 is equipped with, although not shown, a clock circuit that divides a clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the sub-main CPU 201 to return it to a normal state when it malfunctions or goes out of control, a TPU circuit that outputs various signals based on the system clock, an interrupt controller that activates various interrupts such as a timer interrupt based on signals from the TPU circuit, a serial communication circuit for inputting and outputting serial data, and the like, all of which are connected to each other via an internal bus.

[0038] Performance control board 200 generates, through performance control processing based on performance control commands from main control board 100, image control commands that instruct image control board 300 on images and sounds, lamp control signals (lamp data) for controlling lamp connection board 91, drive control signals (drive data) for controlling motor driver 92, and the like. Performance control board 200 is connected to image control board 300 so that two-way communication is possible, and image control commands related to images and sounds are sent from performance control board 200 to image control board 300, while in response, image control board 300 sends to performance control board 200 an acknowledgement command (ACK command) indicating that the image control command was successfully received.

[0039] Furthermore, the performance control board 200 is electrically connected to a lamp connection board 91 equipped with a plurality of LED drivers, and transmits lamp control signals (lamp data) for controlling the lamp connection board 91 via a serial communication circuit. In this example, the performance control board 200 and the lamp connection board 91 use clock-synchronized serial communication, and the lamp control signals are transmitted bit by bit via a signal line (clock line) separate from the data line for transmitting lamp data, in synchronization with a clock signal. The lamp connection board 91 has a built-in LED driver that functions in response to the lamp control signal for driving the LEDs transmitted from the performance control board 200, and by switching on / off a switch in the circuit based on this lamp control signal, it supplies or cuts off the drive current to the performance lamp LP, thereby controlling the lighting or extinguishing of the performance lamp LP.

[0040] Furthermore, the performance control board 200 is electrically connected to a plurality of motor drivers 92, and transmits drive control signals (drive data) for controlling the motor drivers 92 to the motor drivers 92 via an I / O port circuit 204. The motor drivers 92 turn on / off switches within the circuit based on the drive control signals for driving the props transmitted from the performance control board 200, thereby supplying or cutting off drive current to the stepping motors of each movable prop 24, thereby controlling the operation of each movable prop 24. Note that a parallel communication method is used to transmit data to the motor drivers 92.

[0041] Image control board 300 is equipped with image control microcomputer (one-chip microcomputer) 310, which includes sub-sub CPU 301 that performs various arithmetic operations related to image presentation based on image control commands from presentation control board 200; ROM 302 that stores image control programs and various data; RAM 303 that functions as a temporary storage area, a work area, and buffer memory; and I / O port circuit 304 that inputs and outputs signals to and from peripheral boards and various devices. Sub-sub CPU 301 is configured to execute primary control related to image presentation in accordance with the control program stored in ROM 302. Additionally, image control board 300 is equipped with a VDP (Video Display Device) that generates image data according to the presentation content based on control signals received from sub-sub CPU 301, and a sound source IC that generates sound data according to the presentation content based on control signals received from sub-sub CPU 301, both of which are not shown. The VDP is a so-called image processor that reads image data stored in the image ROM in response to instructions from sub-sub CPU 301, processes the image data, and transmits the resulting video signal (image data) to the presentation display device. A high-speed VRAM is connected to this VDP, which is used to expand and process image data read from the image ROM. The sound source IC reads sound data stored in the audio ROM in response to instructions from the sub-sub CPU 301, synthesizes this data, and outputs the generated sound data to the speaker 11 via an amplifier (digital amplifier).

[0042] The payout control board 400 is mainly composed of a payout CPU 401, a ROM 402, and a RAM 403. The payout control board 400 is connected to the main control board 100 so as to be able to communicate bidirectionally, and executes control to drive the prize ball payout unit 34 to pay out prize balls based on a payout control command from the main control board 100, and executes control to launch game balls by synchronously driving the ball feeding mechanism 13 and the launching mechanism 14 based on the amount of operation of the launching handle 12.

[0043] Although not shown in detail, the power supply board 500 is configured with a normal power supply circuit for generating normal power used by each control board based on the primary power supplied from the game island's power equipment, a backup power supply circuit for generating backup power, and a power interruption monitoring circuit for monitoring power interruptions due to voltage drops. This configuration provides the necessary power for electronic and electrical components of each control board and gaming equipment. A power switch is connected to the power supply board 500 to activate the power supply circuit. Assuming primary power is supplied from the game island's power supply, when the power switch is turned on, a predetermined power is supplied from the normal power supply circuit of the power supply board 500 to each control board, etc. The power supply board 500 is configured to detect an interruption of power supply from the game island's power supply, and upon detecting a power interruption, it transmits a power interruption signal (NMI signal) to the main control board 100, the performance control board 200, and the payout control board 400 to notify them. The backup power supply circuit is charged when power is supplied to the pachinko game machine PM from the game island's power supply. Also, a RAM clear switch (not shown) is connected to the power supply board 500 to erase the temporary storage contents of the RAM 103 of the main control board 100 and set the initial value when the power supply of the pachinko gaming machine PM is turned on. The RAM clear switch may be configured to be connected to the main control board 100, for example, instead of the power supply board 500.

[0044] The external information terminal board 600 outputs external information signals (external terminal signals) to the outside of the gaming machine PM based on game information signals from the main control board 100. Examples of external information signals output by the external information terminal board 600 to external devices outside the machine include jackpot signals, consecutive win signals, symbol confirmation signals, prize ball signals (also referred to as prize ball information signals), door frame opening signals, security signals (also referred to as security information signals), magnetic sensor abnormality signals, open / short circuit power supply abnormality signals, and abnormal sensor detection signals (such as abnormal ball entry time signals). External devices installed outside the gaming machine PM include data displays and hall computers. The data display is installed on top of the gaming machine PM and displays data (game information) related to the operating status of the gaming machine PM based on external information signals output from the gaming machine PM. The game information displayed on the data display provides useful information for players when selecting a gaming machine. The hall computer is a device that compiles the operating status of each gaming machine (including the present gaming machine PM) based on external information signals output from each gaming machine installed in the hall of the gaming parlor, and manages the operating status of each gaming machine, etc. This hall computer may be electrically connected to the present gaming machine PM via a data display, or may be electrically connected to the present gaming machine PM without via a data display.

[0045] <Basic operation of pachinko machines> The pachinko gaming machine PM configured as described above is used for play with the outer frame 1 fixedly installed on the gaming center's play area, and the front frame 2, glass frame 5, etc., closed and locked. A game begins when game balls are stored in the upper ball tray 8 and the launch handle 12 is rotated. When the launch handle 12 is rotated, game balls stored in the upper ball tray 8 are sent one by one to the launch mechanism 14 by the ball feed mechanism 13 disposed on the back side of the glass frame 5, and the launch mechanism 14 launches the game balls into the play area PA. If the launch handle 12 is operated less than a predetermined amount, the game balls will not reach the right area PA2 but will flow down the left area PA1. A left flow path is formed in this left area PA1 to direct the game balls toward the first start opening 51 and the general winning openings 61-63. On the other hand, when the launch handle 12 is operated by a predetermined amount or more, the gaming ball reaches the right area PA2 and flows down the right area PA2. A right flow path is formed in this right area PA2 to allow the gaming ball to flow down toward the actuation gate 53, the general winning opening 64, the second starting opening 52, and the special winning opening 54. In this way, the gaming ball flowing down the left area PA1 or the right area PA2 can enter any of the first starting opening 51, the second starting opening 52, the actuation gate 53, the special winning opening 54, or the general winning openings 61 to 64 depending on the path assigned to it in the left area PA1 or the right area PA1, but if it does not enter any of the winning openings, it will flow down the outlet 29.

[0046] When a gaming ball flowing down the gaming area PA lands in one of the first start opening 51, the second start opening 52, the special prize opening 54, or the general prize openings 61-63, the prize balls corresponding to that winning opening are paid out to the upper ball tray 8 or the lower ball tray 9 by the prize ball payout unit 34. In this embodiment, the number of prize balls paid out when one gaming ball lands in each winning opening (referred to as the "unit prize ball number") is set as follows: "4" for the first start opening 51, "1" for the second start opening 52, "3" for the general prize openings 61-64, and "15" for the special prize opening 54. Note that the unit prize ball number for each winning opening is not limited to the number exemplified in this embodiment, and other unit prize ball numbers may also be applied. For example, the unit prize ball number for the first start opening 51 may be "1" instead of "4." Also, the number of second starting slots 52 may be "3" instead of "1". The number of regular winning slots 61 to 64 may be "5" instead of "3". The number of big winning slots may be "10" instead of "15".

[0047] When a gaming ball enters the first start hole 51 or the second start hole 52, a random number value for a special symbol is obtained, and the random number value is temporarily stored as an activation reserved ball for the special symbol up to a predetermined upper limit. Then, when a predetermined activation condition (a condition for starting the variation of a special symbol, described later) is met, a judgment of whether the special symbol is a hit or miss, a pattern judgment, and a variation pattern judgment are made for the random number value for the earliest activation reserved ball, and in a manner according to the judgment result, the special symbol is displayed in a variable manner on the first special symbol display device 71 or the second special symbol display device 72, and the decorative symbol is displayed in a variable manner on the performance display device 70. The variable display of the special symbol and the decorative symbol is displayed synchronously and stopped after the variation time according to the selected variation pattern has elapsed.

[0048] When the first or second special symbol is displayed in a fixed stop mode indicating a jackpot, the game transitions to a special game (jackpot game), which is more advantageous to the player than normal game. In each round (unit game) of this jackpot game, an opening / closing operation is performed to open the jackpot opening 54 once or multiple times. The currently running round game ends when a specified number of game balls enter the jackpot opening 54 or when the opening time of the jackpot opening 54 reaches the opening time limit. Here, the stopping mode of the decorative symbol indicating a jackpot is, for example, a mode in which three symbol types match. In this embodiment, when the special symbol and the decorative symbol are displayed in a fixed stop mode indicating a jackpot, multiple rounds (unit games) of the jackpot game are executed.

[0049] In this embodiment, when a predetermined jackpot is won, the special symbol probability fluctuation function may be activated from the end of the jackpot game until the number of times the special symbol changes reaches a predetermined final number. When the special symbol probability fluctuation function is activated, the jackpot probability of the special symbol lottery transitions from a normal low probability state to a high probability state, so that a new jackpot (jackpot game) occurs relatively quickly. The special symbol probability fluctuation function may be configured to continue until the next jackpot occurs. Furthermore, the predetermined final number may be set to "10,000 times," which essentially corresponds to the number of times the display changes until the next jackpot occurs.

[0050] In addition, after the jackpot game is over, a special symbol fluctuation time shortening function may be activated, either in conjunction with or independently of the special symbol probability fluctuation function. When the special symbol fluctuation time shortening function is activated, the average fluctuation time of the special symbols and decorative symbols tends to be shorter than usual, increasing the number of special symbol lottery draws per unit time (making it easier to win a jackpot per unit time).

[0051] Furthermore, after the jackpot game ends, the electric chute support function (also simply referred to as "electric support") may be activated in conjunction with or independently of the special symbol variation time shortening function. The electric chute support function is a state (also referred to as the "electric support state" or "easy ball entry state") in which the probability of a ball entering the second starting hole 52 is increased by activating the normal symbol probability variation function, the normal symbol variation time shortening function, and the opening extension function of the normal electric device 522. When the normal symbol probability variation function is activated, the probability of a normal symbol winning becomes higher than in the normal state. When the normal symbol variation time shortening function is activated, the normal symbol variation time is shortened. When the opening extension function of the normal electric device 522 is activated, the opening time of the normal electric device 522 becomes longer than in the normal state. In this easy-to-score state, the number of normal symbol variations per unit time is more likely to increase than usual, and the ease of scoring balls in second starting hole 52 also increases, increasing the likelihood of an increase in the number of balls scoring in second starting hole 52. Therefore, with the electric chute support function activated, the chances of winning a prize ball by scoring balls in second starting hole 52 increase during that period, making it possible to continue playing without losing much of the balls in hand. In other words, the "base," which is the ratio of the number of prize balls to the number of game balls fired, increases. Hereinafter, the state in which the electric chute support function is activated will be referred to as the "high base state," and the state in which the electric chute support function is not activated will be referred to as the "low base state."

[0052] <Major functional configuration of pachinko machines> Next, various functions of the pachinko gaming machine PM (mainly the main control board 100 / performance control board 200) according to this embodiment will be described with additional reference to Figure 4. Figure 4 is a functional block diagram of this gaming machine PM (mainly the main control board 100 / performance control board 200).

[0053] 4, the main control board 100 includes a ball entry determination means 110, a game lottery random number generation means 120, a hold control means 130, a preliminary determination means 135, a special symbol lottery processing means 140, a normal symbol lottery processing means 145, a special game control means 150, a symbol display control means 155, an electric accessory control means 160, a game status control means 165, an error monitoring control means 170, a main information storage means 180, and a command transmission / reception means 190. Each of the above-mentioned means in the main control board 100 is a functional representation of a component configured by hardware such as a main CPU 101, a ROM 102, a RAM 103, and electronic circuits provided on the main control board 100, and software such as a control program stored in the ROM 102, etc.

[0054] The ball entry determination means 110 determines whether a game ball has entered each entry port based on detection signals from the first start port switch 511, the second start port switch 521, the operating gate switch 531, the special prize port switch 541, the general prize port switches 611, 641, etc. When the ball entry determination means 110 detects the entry of a game ball at the first start port switch 511, it generates a presentation control command indicating that fact (referred to as the "first start port entry command"), when it detects the entry of a game ball at the second start port switch 521, it generates a presentation control command indicating that fact (referred to as the "second start port entry command"), when it detects the passage of a game ball at the operating gate switch 531, it generates a presentation control command indicating that fact (referred to as the "operation gate entry command"), and when it detects the passage of a game ball at the special prize port switch 541, it generates a presentation control command indicating that fact (referred to as the "operation gate entry command"). When the left general prize gate switch 611 detects a game ball entering the main information storage means 180, a presentation control command indicating this (referred to as a "large prize gate entry command") is generated; when the left general prize gate switch 611 detects a game ball entering the main information storage means 180, a presentation control command indicating this (referred to as a "left general prize gate entry command") is generated; when the right general prize gate switch 611 detects a game ball entering the main information storage means 180, a presentation control command indicating this (referred to as a "right general prize gate entry command") is generated and temporarily stored in the command storage area of ​​the main information storage means 180.

[0055] The gaming lottery random number generating means 120 uses software to read in the built-in random numbers generated by the random number generating circuit of the main control microcomputer 110, and adds the software random numbers for special symbols, which will be described later, to these to generate the random numbers for special symbols used in the lottery to determine whether a player wins or loses a special symbol. The gaming lottery random number generating means 120 also includes random number counters for generating various software random numbers through program processing by the main CPU 101. These random number counters serve as random number generating means for generating random numbers in a software manner. These software random numbers include soft random numbers per special symbol that are added to the aforementioned built-in random number to generate winning random numbers, soft initial value random numbers per special symbol that determine the initial value for a new update after one cycle of updating the soft random number per special symbol has finished, special symbol stopping symbol random numbers that are used to determine the winning symbol (the combination of symbols that will activate the condition device) as the stopping symbol for the special symbol, special symbol stopping symbol initial value random numbers that determine the initial value for a new update after one cycle of updating the special symbol stopping symbol random number has finished, special symbol fluctuation pattern random numbers that are used to select the fluctuation pattern of the special symbol, random numbers per ordinary symbol that are used to draw the winning or losing results of ordinary symbols, ordinary symbol initial value random numbers that determine the initial value for a new update after one cycle of updating the random number per ordinary symbol has finished, and ordinary symbol fluctuation pattern random numbers that are used to select the fluctuation pattern of the ordinary symbol. These software random numbers are updated once each time a timer interrupt process occurs (increment, decrement, addition of prime numbers, etc.), and the initial value random numbers are updated using the remaining time in the interrupt cycle even when the timer interrupt process is not being executed (during loop processing).

[0056] The reservation control means 130 includes a special symbol reservation control means 131 and a normal symbol reservation control means 132.

[0057] The special symbol reserve control means 131 acquires the random number values ​​for the special symbol game, namely, the random number value for the special symbol, the random number value for the symbol for the special symbol, and the random number value for the special symbol variation pattern, triggered by the entry of a game ball into the first start hole 51 or the second start hole 52, and manages the random number values ​​as activation reserved ball information for the first special symbol or the second special symbol. The special symbol reserve control means 131 temporarily stores the activation reserved ball information for the first special symbol or the second special symbol up to a predetermined upper limit number (four), respectively, in the first special symbol reserve storage area or the second special symbol reserve storage area of ​​the main information storage means 180 in a form combined with the entry order of the reserved balls.

[0058] The first special symbol reserve storage area and the second special symbol reserve storage area are respectively provided with a reserve 1 memory area (first reserve memory area), a reserve 2 memory area (second reserve memory area), a reserve 3 memory area (third reserve memory area), and a reserve 4 memory area (fourth reserve memory area) in the order of balls entering each start port 51, 52. Each reserve memory area can store a set of random numbers per special symbol, symbol random numbers per special symbol, and special symbol variation pattern random numbers as activated reserved ball information. The activated reserved ball information is stored in the order of the reserve 1 memory area, the reserve 2 memory area, the reserve 3 memory area, and the reserve 4 memory area, while it is consumed in the order of the reserve 1 memory area, the reserve 2 memory area, the reserve 3 memory area, and the reserve 4 memory area (first in, first out principle). In addition, when the reserved ball information in the reserved 1 memory area is consumed, the reserved ball information stored in the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area is shifted to the memory area with the lower number, and the contents of the reserved 4 memory area are cleared to zero.

[0059] The special symbol reservation control means 131 also has a first special symbol reserved ball number counter for counting the number of activated reserved balls of the first special symbol, and a second special symbol reserved ball number counter for counting the number of activated reserved balls of the second special symbol. As an update process of the number of activated reserved balls of the special symbol, the special symbol reservation control means 131 adds 1 to the corresponding counter every time an activated reserved ball of the special pattern is acquired, and subtracts 1 from the corresponding counter every time an activated reserved ball is consumed.

[0060] Furthermore, when the special symbol reservation control means 131 updates (adds or subtracts) the number of activated reserved balls for the first special symbol or the second special symbol, it generates an effect control command (referred to as a "pattern storage number command") including the update information for the number of reserved balls and temporarily stores this in the command storage area of ​​the main information storage means 180. This single command includes information on both the number of activated reserved balls for the first special symbol and the number of activated reserved balls for the second special symbol. In principle, the activated reserved balls for each special symbol are consumed in the order in which they are entered. However, in this embodiment, a so-called priority consumption system is adopted in which the variable display of the second special symbol is given priority over the first special symbol. Therefore, as long as there are activated reserved balls for the second special symbol game, the activated reserved balls for the second special symbol game are consumed preferentially, regardless of the presence of activated reserved balls for the first special symbol game. Furthermore, under this priority consumption, if an activation pending ball for the second special pattern exists, the consumption of the activation pending ball for the first special pattern will be put on hold even if an activation pending ball for the first special pattern exists.

[0061] The normal symbol reserve control means 132, upon the entry of a game ball into the activation gate 53, acquires the random numbers for the normal symbol game, namely, the normal symbol random number value, the normal symbol pattern random number value, and the normal symbol variation pattern random number value, and manages the random numbers as activation reserved ball information for the normal symbol. The normal symbol reserve control means 132 temporarily stores the activation reserved ball information for the normal symbol up to a predetermined upper limit number (4) in a normal symbol reserve storage area of ​​the main information storage means 180 in a form combined with the entry order of the reserved balls. The normal symbol reserve control means 132 also has a normal symbol reserved ball number counter for counting the number of activation reserved balls for the normal symbol. As a process for updating the number of reserved balls for the activated normal symbol, the normal symbol reserve control means 132 increments the corresponding counter by 1 each time an activation reserved ball for the normal symbol is acquired, and decrements the corresponding counter by 1 each time an activation reserved ball for the normal symbol is consumed.

[0062] When the pre-determination means 135 acquires an activated reserved ball with a special symbol at a predetermined pre-determination timing, it performs a pre-determination for a pre-reading notice on the activated reserved ball. Examples of the pre-determination timing are when one of the following conditions is met: (1) when an activated reserved ball with a first special symbol is acquired while waiting for a win and the electric chute support function is not activated; (2) when an activated reserved ball with a second special symbol is acquired while waiting for a win and the electric chute support function is activated; or (3) when an activated reserved ball with a second special symbol is acquired during a big win or small win. The pre-determination timing described above is merely an example, and the pre-determination timing may be changed according to the gaming machine specifications (for example, in a machine that has a start slot for a second special symbol without a normal electric device and can accumulate eight reserved symbols during normal play, the above (1) may apply to not only the first special symbol but also the second special symbol), or a specification may be adopted in which a pre-determination is made at any time without a pre-determination timing. Also, only the activated reserved ball of the special symbol that is the subject of the game in each game state may be the subject of the pre-determination, and for example, it is preferable that only the activated reserved ball of the first special symbol be the subject of the pre-determination in the normal game state, and only the activated reserved ball of the second special symbol be the subject of the pre-determination in the time-saving game state, latent probability variable game state, and probability variable game state. Specifically, the pre-determination means 135 reads out the random number value corresponding to the activated reserved ball acquired this time from the first special symbol reserve storage area or the second special symbol reserve storage area of ​​the main information storage means 180, and sequentially executes a pre-determination of whether or not it will win (a win / fail pre-determination), a pre-determination of the symbol (a symbol pre-determination), and a pre-determination of the variation pattern (a variation pattern pre-determination). Although the pre-determination tables used in each pre-determination are not shown, the table for pre-determination of win / loss, the table for pre-determination of pattern, and the table for pre-determination of variation pattern are each divided into multiple areas each corresponding to the total number of random numbers, and a lottery ID (a number indicating the result of the pre-determination (also called a "pre-determination number")) is assigned to each of these areas (determination number). Therefore, the result of this pre-determination is equivalent to the result of the actual lottery by the special pattern lottery processing means 140 described below (the result of the win / loss determination, the result of the pattern determination, and the result of the variation pattern determination).The win / loss advance determination table and the symbol advance determination table may be the same as the win / loss lottery table and the symbol lottery table used when the actual variation begins. Here, since the game situation at the start of the variation (whether or not a probability variation is in effect, whether or not a time-saving period is in effect, whether or not a limited frequency period for referencing a special table is in effect, the number of reserved balls, etc.) may change, it is desirable for the variation pattern advance determination table to determine which of multiple regions the game is included in, as described above. As a modified example, the table may be configured to pre-determine a random number value in a register or the like on the main CPU 101 that is temporarily stored before storing it in the first special symbol reserved storage area or the second special symbol reserved storage area. The pre-determination means 135 then sequentially generates performance control commands (referred to as "pre-determination commands") containing information on the results of the pre-determination (pre-determination numbers) and stores them in the command storage area of ​​the main information storage means 180.

[0063] The special symbol lottery processing means 140 includes special symbol hit / miss determination means 141, special symbol stop symbol determination means 412, and special symbol change pattern determination means 143. When the change start condition for the first special symbol or the second special symbol is established, the special symbol lottery processing means 140 reads out the special symbol hit random number value, special symbol pattern random number value, and special symbol change pattern random number value stored in the most recent memory area (reserve 1 memory area) of the special symbol reserve storage area in the main information storage means 180, and stores these values ​​in the special symbol hit / miss determination area, special symbol symbol determination area, and special symbol change pattern determination area of ​​the main information storage means 180, respectively. Here, "the change start condition for the first special symbol is established" means when all of the following conditions are satisfied: (A1) a jackpot is not being achieved, (A2) the first special symbol and the second special symbol are waiting to change, and (A3) an activation reserve ball for the first special symbol exists. In addition, "the condition for starting the change of the second special symbol is met" means that all of the following conditions are met: (B1) there is no jackpot, (B2) the first special symbol and the second special symbol are waiting to change, and (B3) there is an activation hold ball for the second special symbol. When the condition for starting the change of the first special symbol and the condition for starting the change of the second special symbol are met simultaneously, the condition for starting the change of the second special symbol will be processed first, based on the priority digestion mentioned above.

[0064] The special symbol hit / miss determination means 141 reads out the special symbol hit random number value from the special symbol hit / miss determination area of ​​the main information storage means 180, executes a hit / miss determination, and determines whether the determination result corresponds to a big hit, a small hit, or a miss. The result of this hit / miss determination is temporarily stored in the special symbol determination flag of the main information storage means 180 (for example, big hit data "55H", small hit data "33H", miss data "00H"), and is used in subsequent processing, and then cleared when the special symbol stops varying. The special symbol hit / miss determination means 141 holds a special symbol hit / miss lottery table that is referenced when making this hit / miss determination.

[0065] FIG. 5 is a diagram schematically illustrating the special symbol win / loss lottery table. FIG. 5(A) is referenced in a gaming state where the special symbol probability variation function is not activated (low probability state), and FIG. 5(B) is referenced in a gaming state where the special symbol probability variation function is activated (high probability state). The special symbol win / loss lottery table associates the random number range of the special symbol win random number with the result of the special symbol win / loss determination (jackpot or loss). As shown in FIG. 5, in the special symbol win / loss determination, in a gaming state where the special symbol probability variation function is not activated (low probability state), a jackpot occurs when the special symbol win random number falls within the range of "0 to 204." In a gaming state where the special symbol probability variation function is activated (high probability state), a jackpot occurs when the special symbol win random number falls within the range of "0 to 1506." In other words, when the special symbol probability fluctuation function is activated, the probability of winning a jackpot fluctuates from a low probability of "1 / 319.69" to a high probability of "1 / 43.49." In this way, the probability of winning a jackpot changes depending on the game state, but the probability of winning a jackpot is set equal for the judgment of whether the first special symbol is a winner or loser and the judgment of whether the second special symbol is a winner or loser. In this embodiment, a "small win" is not set as a result of the judgment of whether the special symbol is a winner or loser, but a "small win" may be set as a result of the judgment of whether the special symbol is a winner or loser. The probability of winning a small win is set to the same probability regardless of the game state (low probability state, high probability state).

[0066] The special symbol stopping symbol determination means 142 determines the stopping symbol of the first special symbol or the second special symbol based on the result of the lottery for the first special symbol or the second special symbol. As shown in Fig. 6, the special symbol stopping symbol determination means 142 has a first special symbol jackpot symbol table and a second special symbol jackpot symbol table that are referenced when determining the jackpot symbols (jackpot type) of the first special symbol and the second special symbol. In this embodiment, a "specific jackpot" refers to a jackpot (probable jackpot) that triggers the activation of the probability fluctuation function of the special symbol after the end of the jackpot game, and a "normal jackpot" refers to a jackpot (non-probable jackpot) that does not trigger the activation of the probability fluctuation function of the special symbol after the end of the jackpot game.

[0067] In this embodiment, multiple game states are set, including a normal game state, a time-saving game state, and a probability variable game state. The game states are as follows: (1) a game state in which the special symbol probability variable function, the special symbol variable time shortening function, and the electric chute support function are activated is referred to as a "probability variable state" or "probability variable game state"; (2) a game state in which the special symbol probability variable function is not activated but the special symbol variable time shortening function and the electric chute support function are activated is referred to as a "time-saving state" or "time-saving game state"; and (3) a state in which all functions are not activated is referred to as a "normal state" or "normal game state." Here, the "probability variable game state" and the "time-saving game state" can be considered to be game states that are more advantageous to the player than the "normal game state." Therefore, hereinafter, the probability variable game state and the time-saving game state will also be referred to as "advantageous game states" as game states that are more advantageous to the player than the normal game state.

[0068] Each game state can be expressed as (1) the probability variable game state as a "high probability, high base state," (2) the time-saving game state as a "low probability, high base state," and (3) the normal game state as a "low probability, low base state" depending on the combination of the operation state of the probability variable function of the special symbol (high probability state / low probability state) and the operation state of the electric chute support function (high base state / low base state). Alternatively, a game state in which the operation state of the probability variable function is a high probability state while the operation state of the electric chute support function is a low base state (one of the game states that is more advantageous to the player than the "normal game state") may be provided. Such a game state is referred to as a potential probability game state, and this potential probability game state may be expressed as a "high probability, low base state." This potential probability game state ("high probability, low base state") is a game state that is favorable for games that primarily focus on small wins, and will be described in more detail below. Unless otherwise specified, these states (combinations of low probability / high probability and low base / high base) refer to the game state when not in a jackpot or small jackpot (a state in which hit / miss judgment and variable display are possible), but during a jackpot, it is a low probability low base state, and during a small jackpot, it is the same game state as when a small jackpot is won. In this case, the special symbol fluctuation time reduction function means that the fluctuation time of at least the special symbol that is the main focus of the game in that game state, between the first special symbol and the second special symbol, is shortened. In other words, in this embodiment, when the special pattern change time shortening function is activated, in a game state (normal game state) in which the change display of the first special pattern is the main focus of the game, at least the change time (average change time) of the first special pattern is shortened, and in a game state (probable change game state, potential probability game state, time-saving game state) in which the change display of the second special pattern is the main focus of the game, at least the change time (average change time) of the second special pattern is shortened.

[0069] In this embodiment, if the result of the special symbol hit / miss judgment is a jackpot, the game state after the jackpot game ends is determined according to (1) the type of jackpot (type of symbol group) and (2) the game state at the time of the jackpot win. The number of times each game state continues (the number of times the special symbol changes) is set according to the number of times the special symbol probability change function is activated (referred to as the "probability change number"), the number of times the special symbol change time reduction function is activated (referred to as the "change time reduction number"), and the number of times the electric chute support function is activated (referred to as the "electric support number"). In this embodiment, the special symbol change time reduction function and the electric chute support function start and end their operation at the same time, so the "change time reduction number" and the "electric support number" are the same number (for this reason, in Figure 6, the "change time reduction number" and the "electric support operation number" are listed in the same column).

[0070] FIG. 6(A) is a diagram showing a first special symbol jackpot symbol table. In this first special symbol jackpot symbol table, the symbol group, jackpot type, number of probability fluctuations, number of fluctuation time reductions (number of electric support times), number of specified rounds of jackpot play, and opening time (maximum opening time) of the jackpot slot 54 for each round are associated with the special symbol winning symbol random number value (in this example, for convenience, the stop symbols are omitted). In the first special symbol jackpot table, two types of jackpot types are set corresponding to each symbol group. Specifically, the two types of jackpot types (symbol groups) are assigned as 4R specific jackpots (symbol group A) and 4R normal jackpots (symbol group B).

[0071] (4R specific jackpot: pattern group A) If a player wins the "4R specific jackpot (symbol group A)" with the first special symbol, the probability fluctuation count is set to "10,000 times," the fluctuation time reduction count is set to "10,000 times," and the electric support count is set to "10,000 times." This probability fluctuation state is set to a huge number of times (probability fluctuation count, fluctuation time reduction count, electric support count) of "10,000 times." Since it is statistically impossible (about 1 in 44) to not win a jackpot until the number of times reaches this limit, the game essentially continues until the next jackpot occurs. Furthermore, if a player wins the "4R specific jackpot (symbol group A)" with the first special symbol, the specified number of rounds for the jackpot game is "4 rounds," and the maximum opening time of the jackpot slot 54 during one round of play is "29 seconds."

[0072] (4R normal jackpot: pattern group B) If the first special symbol is hit with a "4R normal jackpot (symbol group B)," the probability fluctuation count is set to "0," the fluctuation time reduction count to "100," and the electric support count to "100." The game state after the jackpot game is set to a time-saving game state. This time-saving game state continues until the number of special symbol fluctuations reaches 100, or until the next jackpot occurs within those 100. If the time-saving game state ends when the number of special symbol fluctuations reaches 100, the game transitions to a normal game state from the next special symbol fluctuation. Furthermore, if the first special symbol is hit with a "4R normal jackpot (symbol group B)," the specified number of rounds for the jackpot game is "4 rounds," and the maximum opening time for the jackpot slot 54 during one round of play is "29 seconds."

[0073] FIG. 6(B) is a diagram showing a schematic diagram of the second special symbol jackpot symbol table. In this second special symbol jackpot symbol table, the symbol group, jackpot type, number of probability fluctuations, number of fluctuation time reductions (number of electric support times), number of specified rounds of jackpot play, and opening time (maximum opening time) of the jackpot slot 54 for each round are associated with the special symbol winning symbol random number value (in this example, for convenience, the stop symbols are omitted). In the second special symbol jackpot table, three types of jackpot types are set corresponding to each symbol group. Specifically, the three types of jackpot types (symbol groups) are divided into 16R specific jackpot (symbol group C), 4R specific jackpot (symbol group D), and 4R normal jackpot (symbol group E).

[0074] (16R specific jackpot: pattern group C) If the second special symbol "16R specific jackpot (symbol group C)" is won, the probability fluctuation count is set to "10,000 times," the fluctuation time reduction count is set to "10,000 times," and the electric support count is set to "10,000 times," and the game state after the jackpot game ends is set to a probability variable game state. As mentioned above, this probability variable game state is set to continue for a huge number of times, "10,000 times," and essentially continues until the next jackpot occurs. Furthermore, if the second special symbol "16R specific jackpot (symbol group C)" is won, the specified number of rounds for the jackpot game is "4 rounds," and the maximum opening time for the jackpot slot 54 during one round of play is "29 seconds." In addition, this 16R special jackpot may also be designed to be won with the first special symbol, in which case it is preferable to make it harder to win than the second special symbol (for example, 5% of all jackpot symbols, and for the first special symbol, 16R special jackpots are 5%, 4R special jackpots are 60%, and 4R regular jackpots are 35%).

[0075] (4R specific jackpot: pattern group D) If the second special symbol "4R specific jackpot (symbol group D)" is won, the probability fluctuation count is set to "10,000 times," the fluctuation time reduction count is set to "10,000 times," and the electric support count is set to "10,000 times," and the game state after the jackpot game ends is set to a probability variable game state. As mentioned above, this probability variable game state is set to continue for a huge number of times, "10,000 times," and essentially continues until the next jackpot occurs. Furthermore, if the second special symbol "4R specific jackpot (symbol group D)" is won, the specified number of rounds for the jackpot game is "4 rounds," and the maximum opening time for the jackpot slot 54 in one round of game is "29 seconds."

[0076] (4R normal jackpot: pattern group E) If the second special symbol "4R normal jackpot (symbol group E)" is won, the probability fluctuation count is set to "0," the fluctuation time reduction count is set to "100," and the electric support count is set to "100." The game state after the jackpot game ends is set to a time-saving game state. This time-saving game state continues until the number of special symbol fluctuations reaches 100, or until the next jackpot occurs within those 100. If the time-saving game state ends when the number of special symbol fluctuations reaches 100, the game transitions to a normal game state from the next special symbol fluctuation. Furthermore, if the second special symbol "4R normal jackpot (symbol group E)" is won, the specified number of rounds for the jackpot game is "4 rounds," and the maximum opening time for the jackpot slot 54 during one round of play is "29 seconds."

[0077] In this embodiment, three types of jackpots are provided: a 16R specific jackpot (symbol group C), a 4R specific jackpot (symbol groups A and D), and a 4R normal jackpot (symbol groups B and E). The expected value of winning prize balls in the special game (referred to as the "expected value of winning prize balls") is 16R specific jackpot > 4R specific jackpot = 4R normal jackpot. The actual number of rounds in the special game when a jackpot is won with the first special symbol is "4 rounds," whereas the actual number of rounds in the special game when a jackpot is won with the second special symbol is "16 rounds." Therefore, when a jackpot is won with the second special symbol, the player is more likely to transition to a special game with a longer number of rounds than when a jackpot is won with the first special symbol, which is advantageous for the player in terms of winning more balls. The actual number of rounds in the special game corresponds to the number of "long open round games" set for that special game. In this embodiment, the maximum opening time for each round of a jackpot game is set to a fixed time of 29 seconds (all rounds are referred to as "long opening round games"). However, a "short opening round game" may be provided in which the maximum opening time of the large prize opening 54 is shortened to 2 seconds for a specified round or all rounds during the same jackpot game. This allows for a configuration in which, even if the number of rounds in a jackpot game is the same, there are jackpots with different numbers of rounds in which balls can actually be won (jackpots with different actual numbers of rounds). The long opening round game is a round game in which the opening time (maximum opening time) of the large prize opening 54 is set so that a specified number of game balls (full count = 10 balls) can or easily enter the large prize opening 54. The short opening round game is a round game in which the opening time (maximum opening time) of the large prize opening 54 is set so that a specified number of game balls (full count = 10 balls) cannot or cannot easily enter the large prize opening 54.

[0078] The special symbol variation pattern determination means 143 determines the variation pattern of the special symbol based on the special symbol variation pattern random number value. The special symbol variation pattern determination means 143 holds multiple variation pattern tables that are referenced when selecting a variation pattern for the special symbol. The special symbol variation pattern determination means 143 selects one of the multiple variation pattern tables based on the current variation pattern selection state. The relationship between the variation pattern selection state and the variation pattern table will be described later. Each variation pattern table defines multiple variation patterns. While the "selection rate" is shown in each figure for ease of explanation, a judgment value (a range of random numbers) for determining the variation pattern is actually set according to the special symbol variation pattern random number value, and the variation pattern is determined based on which judgment value the variation pattern random number value belongs to. Each variation pattern is associated with a variation time as the end condition for the special symbol variation display, and it is assumed that the decorative symbol variation display is also executed at that variation time.

[0079] Here, the variation pattern selection state will be explained. The variation pattern selection state is one of the selection conditions referenced when selecting a variation pattern (variation pattern table). In this example, a "normal selection state," a "time-saving selection state," and a "probable variable selection state" are set as multiple types of variation pattern selection states. The normal selection state is a variation pattern selection state set corresponding to a game state (normal game state) in which the probability variation function of the special symbol, the variation time shortening function, and the electric chute support function are not operating. The time-saving selection state is a variation pattern selection state set corresponding to a game state (time-saving game state) in which the probability variation function of the special symbol is not operating, but the variation time shortening function of the special symbol and the electric chute support function are operating. The probable variable selection state is a variation pattern selection state set corresponding to a game state (probable variable game state) in which the probability variation function of the special symbol, the variation time shortening function, and the electric chute support function are all operating.

[0080] As shown in Figures 7 to 9, the special symbol variation pattern tables refer to different columns for the first special symbol and the second special symbol, so that even if the same special symbol variation pattern random number value is obtained, different variation patterns can be selected. Here, the number of reserved activation balls ("0 reserved," "1-2 reserved," "3 reserved") shown in each figure refers to the number of reserved activation balls for the first special symbol (the number of reserved activation balls after the reserved activation balls are consumed) in the case of the first special symbol variation pattern lottery, and refers to the number of reserved activation balls for the second special symbol (the number of reserved activation balls after the reserved activation balls are consumed) in the case of the second special symbol variation pattern lottery. This number of reserved activation balls is the number of reserved activation balls present at the time of the variation pattern lottery (at the start of the corresponding variation display / after the reserved activation balls are consumed) (it does not include the reserved activation balls consumed by the corresponding variation display). Alternatively, the combined number of reserved activation balls for the first special symbol and the second special symbol may be used.

[0081] The decorative symbol variation effect that is performed in conjunction with the special symbol variation display is determined based on the type of special symbol variation pattern (variation time), etc. For reference, Figures 7 to 9 also show the content of the variation effect set corresponding to each variation pattern (variation time). In the figures, "ultra-shortened variation," "shortened variation," and "normal variation" are variations in which three rows of decorative symbols vary and result in a "miss" without ever passing through a reach state. Hereinafter, ultra-shortened variation, shortened variation, and normal variation will be collectively referred to as "non-reach miss." These non-reach miss types differ in their variation patterns in that the variation display stops in a shorter time for shortened variation than for normal variation, and ultra-shortened variation than for shortened variation.

[0082] "N Reach (Normal Reach)" is a state in which the same decorative pattern stops in two of the three rows (generally the left and right rows) (reach state), and if a different decorative pattern stops in the remaining row (generally the middle row), it is a "miss," and if the same decorative pattern stops in the remaining row (generally the middle row), it is a "jackpot."

[0083] An "SP Reach (Super Reach)" is a reach effect with a relatively higher probability of winning than the above-mentioned N Reach. After a reach is established, it develops from the N Reach and displays still images or videos, such as animation or live action. In this embodiment, multiple types of SP Reach, A to C, are prepared as types of SP Reach. SP Reach A is a reach effect that is executed when the currently executed game state is a normal state. SP Reach B is a reach effect that is executed when the currently executed game state is a time-limited game state. SP Reach C is a reach effect that is executed when the currently executed game state is a probability variable game state. In this embodiment, the variation pattern types are set so that the probability of winning increases in the order of "non-reach" < "N Reach" < "SP Reach." As a variation, the SP Reach effect content may be the same in both the normal state and the time-limited game state (SP Reach A), and a different SP Reach (SP Reach C) may be used in the probability variable game state. In addition, as another modified example, a variation pattern including a pseudo-sequence may be prepared. A pseudo-sequence is an effect (pseudo-sequence effect, pseudo-variation effect, pseudo-continuous variation effect, re-variation effect) that simulates the appearance of multiple variations by temporarily stopping (pseudo-stop, temporary stop) and re-variating the decorative symbols during one variation display of the decorative symbols. In other words, a pseudo-sequence is an effect in which all three rows of decorative symbols start to vary or vary again, and then a pseudo-variation is executed multiple times, temporarily stopping or definitively stopping. The more pseudo-sequences (number of pseudo-variations) there are, the more likely it is that the game will develop into an SP reach with a high expectation of a jackpot.

[0084] (Fluctuation Pattern Table 1) Figure 7 is a schematic diagram showing the fluctuation pattern table 1. The fluctuation pattern table 1 is a fluctuation pattern table that is set when the current fluctuation pattern selection state is the normal selection state. The contents of the fluctuation pattern table 1 change depending on the result of the hit / miss judgment of the special pattern (jackpot, miss).

[0085] The fluctuation pattern table 1 for losses has fluctuation patterns PH1-1 (shortened fluctuation), PH1-2 (normal fluctuation), PH1-3 (N reach), and PH1-4 (SP reach A) set. Here, if the result of the hit / miss judgment for the first special symbol is "miss," one of the fluctuation patterns PH1-1 (shortened fluctuation), PH1-2 (normal fluctuation), PH1-3 (N reach), and PH1-4 (SP reach A) is selected. In this embodiment, if the result of the hit / miss judgment for the first special symbol is "miss," the reference table contents are set to be different depending on the number of activation reserved balls for the first special symbol (0 / 1 to 2 / 3), so that different fluctuation patterns can be selected even if the acquired special symbol fluctuation pattern random number value is the same. Specifically, the more the number of reserved balls for the first special symbol, the more likely it is that a variation pattern in which the variation time of the first special symbol is set to be relatively short will be selected, and the fewer the number of reserved balls for the first special symbol, the more likely it is that a variation pattern in which the variation time of the first special symbol is set to be relatively long will be selected. On the other hand, if the result of the hit / miss judgment for the second special symbol is a miss, the variation pattern PH1-1 (shortened variation) or PH1-2 (normal variation) in which the variation time is set to be relatively short will be selected, regardless of the number of reserved balls for the second special symbol (0 / 1-2 / 3). As a modified example, if the result of the hit / miss judgment for the second special symbol is a miss, only the main variation pattern PH1-2 of the shortened variation will be selected, or the variation pattern PH1-2 of the shortened variation will be most likely to be selected, regardless of the number of reserved balls for the second special symbol (preferably the selection rate will be the same regardless of the number of reserved balls for the second special symbol).

[0086] In the fluctuation pattern table 1 for jackpots, fluctuation patterns PA1-1 (N reach) and PA1-2 (SP reach A) are set. Here, if the result of the hit / miss judgment of the first special symbol is a jackpot, the fluctuation pattern PA1-1 (N reach) or PA1-2 (SP reach A) is selected regardless of the jackpot type. Similarly, if the result of the hit / miss judgment of the second special symbol is a jackpot, the fluctuation pattern PA1-1 (N reach) or PA1-2 (SP reach A) is selected regardless of the jackpot type.

[0087] (Fluctuation Pattern Table 2) Figure 8 is a schematic diagram showing the fluctuation pattern table 2. The fluctuation pattern table 2 is a fluctuation pattern table that is set when the current fluctuation pattern selection state is the time-saving selection state. The contents of the fluctuation pattern table 2 differ depending on the result of the hit / miss judgment of the special pattern (jackpot, miss).

[0088] The fluctuation pattern table 2 for misses has fluctuation patterns PH2-1 (ultra-shortened fluctuation), PH2-2 (normal fluctuation), PH2-3 (N reach), and PH2-4 (SP reach B) set. Here, if the result of the hit / miss judgment for the first special symbol is a miss, one of the fluctuation patterns PH2-2 (normal fluctuation), PH2-3 (N reach), and PH2-4 (SP reach A) is selected regardless of the number of activated balls reserved for the first special symbol (0 / 1 to 2 / 3). In other words, if the result of the hit / miss judgment for the first special symbol is a miss, the fluctuation pattern PH2-1 (ultra-shortened fluctuation) will not be selected, regardless of how many activated balls for the first special symbol are present. On the other hand, if the result of the hit / miss judgment for the second special symbol is "miss," one of the fluctuation patterns PH2-1 (ultra-shortened fluctuation), PH2-2 (normal fluctuation), PH2-3 (N reach), and PH2-4 (SP reach B) is selected. In this embodiment, if the result of the hit / miss judgment for the second special symbol is "miss," the reference table contents are set to differ depending on the number of activated balls for the second special symbol (0 / 1 to 2 / 3), so that even if the acquired special symbol fluctuation pattern random number value is the same, a different fluctuation pattern can be selected. Specifically, if there are no activated balls for the second special symbol, fluctuation pattern PH2-1 (ultra-shortened fluctuation) will not be selected, and if there are activated balls for the second special symbol, the more activated balls for the second special symbol there are, the more likely fluctuation pattern PH2-1 (ultra-shortened fluctuation) will be selected.

[0089] In the fluctuation pattern table 2 for jackpots, fluctuation patterns PA2-1 (N reach) and PA2-2 (SP reach B) are set. Here, if the result of the hit / miss judgment of the first special symbol is a jackpot, fluctuation pattern PA2-1 (N reach) or PA2-2 (SP reach B) is selected regardless of the jackpot type. Similarly, if the result of the hit / miss judgment of the second special symbol is a jackpot, fluctuation pattern PA2-1 (N reach) or PA2-2 (SP reach B) is selected regardless of the jackpot type.

[0090] (Fluctuation Pattern Table 3) 9 is a schematic diagram showing the fluctuation pattern table 3. The fluctuation pattern table 3 is a fluctuation pattern table that is set when the current fluctuation pattern selection state is the probability variable selection state. The fluctuation pattern table 3 has different table contents depending on the result of the hit / miss judgment of the special pattern (jackpot, miss).

[0091] The fluctuation pattern table 3 for misses has fluctuation patterns PH3-1 (ultra-shortened fluctuation), PH3-2 (normal fluctuation), and PH3-3 (SP reach C). Here, if the result of the hit / miss judgment for the first special symbol is "miss," fluctuation pattern PH3-2 (normal fluctuation) or PH3-3 (SP reach C) is selected regardless of the number of activated balls reserved for the first special symbol (0 / 1-2 / 3). In other words, if the result of the hit / miss judgment for the first special symbol is miss, fluctuation pattern PH3-1 (ultra-shortened fluctuation) will not be selected, regardless of how many activated balls for the first special symbol are present. On the other hand, if the result of the hit / miss judgment for the second special symbol is miss, one of the fluctuation patterns PH3-1 (ultra-shortened fluctuation), PH3-2 (normal fluctuation), and PH3-3 (SP reach C) will be selected. At this time, if the result of the judgment of whether or not the second special symbol is a win is a miss, the contents of the referenced table are set to differ depending on the number of activation reserved balls for the second special symbol (more specifically, depending on whether or not there are activation reserved balls for the second special symbol), so that even if the acquired special symbol variation pattern random number value is the same, a different variation pattern can be selected. Specifically, if there are no activation reserved balls for the second special symbol, variation pattern PH3-1 (ultra-shortened variation) will not be selected, and variation pattern PH3-1 (ultra-shortened variation) can be selected only if there are activation reserved balls for the second special symbol, so that when there are activation reserved balls for the second special symbol, a variation pattern with a relatively short variation time tends to be selected more easily than when there are no activation reserved balls for the second special symbol.

[0092] The fluctuation pattern table 3 for jackpots has a fluctuation pattern PA3-1 (SP reach C) set. Here, if the result of the hit / miss judgment of the first special symbol is a jackpot, the fluctuation pattern PA3-1 (SP reach C) is selected regardless of the jackpot type (4R specific jackpot, 4R normal jackpot). Similarly, if the result of the hit / miss judgment of the second special symbol is a jackpot, the fluctuation pattern PA3-1 (SP reach C) is selected regardless of the jackpot type (16R specific jackpot, 4R specific jackpot, 4R normal jackpot).

[0093] As mentioned above, the variation time of the special symbol is specified for each variation pattern in the variation pattern tables 1 to 3, but regardless of which variation pattern is selected, the fixed stop time (fixed display time) of the special symbol is set to "0.5 seconds." The fixed stop time (fixed display time) of the special symbol is the time during which the special symbol is fixedly displayed (the time during which the completely stopped state is maintained). In this embodiment, the variation time and fixed stop time of the decorative symbol are also set corresponding to the variation time and fixed stop time of the special symbol. Furthermore, in the variation pattern tables 1 to 3, the presentation content and variation time can be the same when a jackpot is won as when a loss occurs, but it is preferable to make the final presentation content different between when a jackpot is won and when a loss occurs. In other words, even with the same N reach, it is preferable that the decorative symbols will be a repeating number (e.g., "7·7·7") when there is a jackpot, but the decorative symbols will be a number that indicates a reach miss (e.g., "7·8·7") when there is a miss, or even with the same SP reach A to C, it is preferable that the final presentation content will be a presentation content that indicates success and the decorative symbols will be a repeating number (e.g., an ally character defeats an enemy character, after which "7·7·7" is displayed), but when there is a miss, the final presentation content will be a presentation content that indicates failure and the decorative symbols will be a number that indicates a reach miss (e.g., an ally character is defeated by an enemy character, after which "7·8·7" is displayed). Also, it is preferable that the fluctuation time (presentation time) will be longer when there is a jackpot compared to when there is a miss, even if the presentation content is the same (when it develops into the same SP reach), and for example, it is preferable that SP reach A to C when there is a jackpot have a fluctuation time (presentation time) that is 10 seconds longer than SP reach A to C when there is a miss.

[0094] After selecting the variation pattern of the special pattern, the special pattern variation pattern determination means 143 generates a presentation control command (communication test command) to check whether communication with the presentation control board 200 is normal, a presentation control command (variation additional information designation command) including a variation additional pattern of the special pattern (information for adding or subtracting variation time), a presentation control command (variation pattern designation command) including information on the variation pattern of the special pattern, a presentation control command (pattern designation command) including information on the character presentation number (pattern group and game state), etc. (hereinafter these commands are collectively referred to as "variation start commands"), and stores them in the command storage area of ​​the main information storage means 180.

[0095] The normal pattern lottery processing means 145 has a normal pattern hit / miss determination means 146, a normal pattern stop pattern determination means 147, and a normal pattern change pattern determination means 148. When the normal pattern change start conditions are met, the normal pattern lottery processing means 145 reads out the normal pattern hit random number value and the normal pattern change pattern random number value stored in the earliest memory area in the normal pattern reserve storage area, and stores them in the normal pattern hit / miss determination area and the normal pattern change pattern determination area of ​​the main information storage means 180, respectively. Here, the "normal pattern change start conditions" are (1) that the normal pattern is waiting to change, and (2) that a normal pattern activation reserve ball exists. When all of these conditions are met, it is determined that the normal pattern is in a state where it can start changing (a state in which the change start conditions are met).

[0096] The normal symbol hit / miss determination means 146 reads a normal symbol hit random number value from the normal symbol hit / miss determination area of ​​the main information storage means 180, performs a hit / miss determination for the normal symbol, and determines whether the determination result corresponds to a "hit" or a "miss." The result of this normal symbol hit / miss determination is temporarily stored in the normal symbol hit / miss flag of the main information storage means 180, is used in subsequent processing, and is cleared when the normal symbol stops varying. The normal symbol hit / miss determination means 146 holds a normal symbol hit / miss lottery table (not shown) that is referenced when determining whether the normal symbol is hit / miss. The hit probability for the normal symbol is set to "1 / 3001" when the electric chute support function (normal symbol probability fluctuation function) is not activated, and is set to "2999 / 3001" when the electric chute support function (normal symbol probability fluctuation function) is activated.

[0097] The normal symbol stop symbol determination means 147 refers to a normal symbol stop symbol table (not shown), and selects a predetermined winning symbol (a stopping symbol that triggers the operation of the normal electric device 522) when the result of the normal symbol hit / miss determination is a hit, while selecting a predetermined losing symbol (a stopping symbol that does not trigger the operation of the normal electric device 522) when the result of the normal symbol hit / miss determination is a miss. In this embodiment, symbol A and symbol B are assigned as winning normal symbol symbols, while symbol C is assigned as a losing normal symbol symbol.

[0098] The normal symbol variation pattern determination means 148 reads out a normal symbol variation pattern random number value from the normal symbol variation pattern determination area of ​​the main information storage means 180, and determines the normal symbol variation pattern (variation time) by referring to a normal symbol variation pattern table (not shown). The normal symbol variation time is set to "0.6 seconds" when the electric chute support function (normal symbol variation time shortening function) is not activated, and is set to "0.2 seconds" when the electric chute support function (normal symbol variation time shortening function) is activated. Regardless of which normal symbol variation pattern is selected, the normal symbol fixed stop time (fixed display time) is set to "0.1 seconds." The normal symbol fixed stop time (fixed display time) is the time during which the normal symbol is fixedly displayed as stopped (the time during which the completely stopped state is maintained). In addition, in controlling the normal symbols, in order to reduce the processing load on the main control board 100, it is also possible to adopt a specification in which the probability of winning when determining whether a normal symbol is a hit or a miss is set to "0" when the electric chute support function is not operating, and the fluctuation time of the normal symbol is set to a single value.

[0099] Furthermore, the normal symbol lottery processing means 145 determines the opening pattern (opening time) of the normal electric device 522 depending on the result of the normal symbol hit / miss judgment, etc. The normal symbol lottery processing means 145 holds a normal electric device opening pattern table that is referenced when determining the opening pattern (opening time) of the normal electric device 522. The opening pattern (opening time) of the normal electric device 522 is set to "0.2 seconds" when the electric chute support function (opening extension function) is not activated, and is set to "5.8 seconds" when the electric chute support function (opening extension function) is activated. The opening pattern of the normal electric device 522 may be made different depending on the type of winning normal symbol. For example, as the opening pattern of the normal electric device 522, when the electric chute support function (opening extension function) is activated, if the winning normal pattern is pattern A, it will be "3 second opening x 1 time → 2.8 second opening x 1 time (total opening time 5.8 seconds)", and if the winning normal pattern is pattern B, it will be "2.8 second opening x 1 time → 3 second opening x 1 time (total opening time 5.8 seconds)".

[0100] When the result of the special symbol hit / miss determination is a jackpot, the special game control means 150 determines the execution time (demo time) of the jackpot start demo and the jackpot end demo, and the execution time (round time) of the round game according to the determined jackpot type (symbol group). Then, the special game control means 150 generates a performance control command (referred to as a "jackpot start demo command") that instructs the performance control board 200 to execute a jackpot start demo performance, and a performance control command (referred to as a "jackpot end demo command") that instructs the performance control board 200 to execute a jackpot end demo performance, and stores these in a command storage area of ​​the main information storage means 180. The jackpot start demo command also serves as a trigger for the performance control board 200 to determine the content of a series of jackpot mid-performances (jackpot start demo performance, round performance, jackpot end demo performance) that will be developed during the jackpot game. Furthermore, the special game control means 150 generates an effect control command (referred to as a "round effect designation command") for instructing the start of a round effect corresponding to each round of play during a jackpot game, and stores this in a command storage area of ​​the main information storage means 180. This round effect designation command includes information on the current number of rounds and information on the opening or closing of the jackpot entry port 54. As will be described later in FIG. 11, in this embodiment, the execution time of the jackpot start demo is set to 5 seconds, and the execution time of the jackpot end demo is set to 20 seconds. However, with regard to the execution time (demonstration time) of the jackpot start demo and the jackpot end demo, the execution time (demonstration time) of the jackpot start demo and the jackpot end demo may be different even for the same jackpot type (symbol group) depending not only on the jackpot type (symbol group) but also on the game state at the time of winning the jackpot.For example, assuming that the specifications allow a 16R specific jackpot to be won even with the first special symbol, for a 4R normal jackpot, if the jackpot is won in a low probability low base state, the execution time of the jackpot start demo will be 5 seconds (executing the effect A-1, which displays "normal jackpot start" as the jackpot start demo effect), and the execution time of the jackpot end demo will be 15 seconds (executing the effect B-1, which displays "entering time-saving mode" and the effect C, which warns against forgetting to take the prepaid card (a storage medium that stores information about the amount of money required to borrow game balls for gaming) as the jackpot end demo effect). On the other hand, if the jackpot is won in a high probability high base state or a low probability high base state, the execution time of the jackpot start demo will be 5 seconds (executing the effect A-1, which displays "normal jackpot start" as the jackpot start demo effect), and the execution time of the jackpot end demo will be 10 seconds (executing the effect B-1, which displays "entering time-saving mode" and the effect C, which warns against forgetting to take the prepaid card (a storage medium that stores information about the amount of money required to borrow game balls for gaming) as the jackpot end demo effect). For a 16R specific jackpot and a 4R specific jackpot, if the jackpot occurs in a low probability low base state, the execution time for the jackpot start demo shall be 5 seconds (executing effect A-2, which displays ``Probable jackpot start'', as the jackpot start demo effect), and the execution time for the jackpot end demo shall be 20 seconds (executing effect B-2, which displays ``Entering probable jackpot mode'', and effect C as the jackpot end demo effects), whereas if the jackpot occurs in a high probability high base state or a low probability high base state, the execution time for the jackpot start demo shall be 5 seconds (executing effect A-2 as the jackpot start demo effect), and the execution time for the jackpot end demo shall be 10 seconds (executing effect B-3, which displays ``Probable jackpot mode continues'', as the jackpot end demo effect, and effect C shall not be executed).In addition, assuming that the 16R specific jackpot is won even with the first special symbol, if it is a jackpot with the first special symbol, regardless of the game state at the time of the jackpot, the execution time of the jackpot start demo is 5 seconds (5 seconds for all 16R specific jackpot, 4R specific jackpot, and 4R normal jackpot, and as the jackpot start demo effect, effect A-1 or effect A-2 is executed), and the execution time of the jackpot end demo is 30 seconds (30 seconds for 16R specific jackpot and 4R specific jackpot, and as the jackpot end demo effect, effect B-2 and effect C are executed, but for 4R normal jackpot, it is 15 seconds, and as the jackpot end demo effect, effect B-1 and effect C are executed). On the other hand, if the jackpot is a jackpot with the second special symbol, regardless of the game state at the time of the jackpot, the execution time of the jackpot start demo is 5 seconds (5 seconds for all 16R specific jackpots, 4R specific jackpots, and 4R normal jackpots, and as the jackpot start demo effect, effect A-1 or effect A-2 is executed), and the execution time of the jackpot end demo is 20 seconds (20 seconds for 16R specific jackpots and 4R specific jackpots, and as the jackpot end demo effect, effect B-3 is executed and effect C is not executed, but for 4R normal jackpots, it is 10 seconds, and as the jackpot end demo effect, effect B-1 is executed and effect C is not executed). This relationship of time values ​​is one example, and as long as the relationship of the length of each demo time in each situation is the same as above, it is not limited to this time value. Furthermore, in any of the above specifications, effect C will not occur if a jackpot occurs in a high probability high base state or a low probability high base state, but if a power outage occurs during a fluctuation related to the jackpot or during jackpot play (during special play) and the power is restored during that fluctuation or jackpot play, effect C may be generated as an exception.

[0101] The symbol display control means 155 includes a special symbol display control means 156 and a normal symbol display control means 157. The special symbol display control means 156 causes the first special symbol display device 71 to variably display the first special symbol according to the variation pattern (variation time) of the first special symbol, and then causes the first special symbol to be displayed as a fixed symbol after the variation. The special symbol display control means 156 also causes the second special symbol display device 72 to variably display the second special symbol according to the variation pattern (variation time) of the second special symbol, and then causes the second special symbol to be displayed as a fixed symbol after the variation. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, fixed display time) related to the display of the first special symbol and the second special symbol. The operating status of the first special symbol display device 71 and the second special symbol display device 72 is monitored based on the special symbol game status of the main information storage means 180. The special symbol display control means 156 generates a presentation control command (referred to as a "variation stop command") to request the presentation control board 200 to confirm the display of decorative symbols when the variation of the special symbols stops (i.e., when the value of the special symbol game timer becomes "0"). The normal symbol display control means 157 causes the normal symbol display device 75 to variably display the normal symbol according to the normal symbol variation pattern (variation time), and causes the normal symbol to be confirmed after the variation display. The normal symbol display control means 157 has a normal symbol game timer for managing the time (variation time, confirmed display time) related to the display of the normal symbol. The operating state of the normal symbol display device 75 is monitored based on the normal symbol game status of the main information storage means 180.

[0102] Furthermore, when the game is suspended for a predetermined period of time or more, the special symbol display control means 156 generates an effect control command (referred to as a "standby demo command") that triggers the execution of a standby demo effect (a demo effect waiting for customers), and stores this in a command storage area of ​​the main information storage means 180. "The game is suspended for a predetermined period of time or more" means that there are no activation reserved balls for special symbols, and the variable display of special symbols is not being performed for a predetermined period of time or more. Note that the game may be suspended for a predetermined period of time or more when no game balls are fired for a predetermined period of time or when no game balls have entered all of the winning slots for a predetermined period of time or more.

[0103] When the result of the special symbol hit / miss determination indicates a jackpot, the electric device control means 160 outputs a control signal to the special electric device solenoid 543 as jackpot game processing after the special symbol is confirmed and displayed, and controls the opening and closing of the special electric device 542 according to a predetermined operation pattern. In a jackpot game, one opening / closing operation of the special electric device 542 is considered to be one round of play (unit game), and the round of play is executed continuously for a predetermined number of rounds. The electric device control means 160 maintains a jackpot opening counter for storing the number of times the special electric device 542 has been activated (i.e., the number of rounds currently being executed). Here, the conditions for terminating the operation of the special electric device 542 in a jackpot game (the conditions for terminating a unit game) are that a predetermined number of game balls ("10" in this embodiment) have entered the jackpot opening 54, or that the opening time of the jackpot opening 54 has reached the maximum opening time ("29 seconds" in this embodiment).

[0104] Furthermore, when the result of the normal symbol win / loss determination corresponds to a win, the electric device control means 160 outputs a control signal to the normal electric device solenoid 523 to open and close the normal electric device 522 (second start opening 52) for a predetermined opening time. Here, as described above, the electric device control means 160 opens the normal electric device 522 for only 0.2 seconds in the low base state in which the electric chute support function (opening extension function) is not activated, whereas it opens the normal electric device 522 for only 5.8 seconds in the high base state in which the electric chute support function (opening extension function) is activated. Here, the operation termination condition of the normal electric device 522 is that a predetermined number of game balls ("10" in this embodiment) have entered the second start opening 52, or the opening time of the second start opening 52 has reached the maximum opening time ("0.2 seconds" or "5.8 seconds" in this embodiment).

[0105] When the result of the hit / miss judgment of the first special symbol or the second special symbol is a hit, the game state control means 165 determines the game state after the end of the jackpot game based on the type of hit (type of symbol group) and the game state at the time of the hit, and switches the game state after the end of the jackpot game. In this embodiment, as described above, multiple game states are set: a normal game state (low probability low base state), a time-saving game state (low probability low base state), and a probability variable game state (high probability high base state), and one of the multiple game states is set alternatively. Note that each game state has already been described in detail, so repeated explanations will be omitted here.

[0106] In addition, when a jackpot game is executed, the game state control means 165 determines the variation pattern selection state after the jackpot game ends based on the jackpot type (type of symbol group), and switches the variation pattern selection state after the jackpot game ends. In this embodiment, a normal selection state, a time-saving selection state, and a probability variable selection state are set as multiple variation pattern selection states, and one of the multiple variation pattern selection states is alternatively set according to the determined game state, jackpot type, the number of times the special symbol is displayed, etc. Note that each variation pattern selection state has already been described in detail, so repeated explanations will be omitted here.

[0107] In addition, the game state control means 165 generates a presentation control command (referred to as a "game state designation command") that includes current game state information and variation pattern selection state information, and stores this in a command storage area of ​​the main information storage means 180.

[0108] The error monitoring control means 170 monitors input information from the I / O port circuit 104 and checks the magnetic detection signal from the magnetic sensor, the open / short circuit power supply abnormality signal, the radio wave detection signal from the radio wave sensor, and the door / frame open signal to determine whether the gaming machine is in an error state. If an error state is detected, it requests a presentation control command ("error presentation designation command") containing the error information to instruct the presentation control board 200 to present an error state. Although not shown in FIG. 4, the door open switch is a means for detecting whether the glass frame 5 is open, the frame open switch is a means for detecting whether the front frame 2 is open, and the back set open switch is a means for detecting whether the back set board 30 is open. The magnetic sensor and radio wave sensor are also detection means for detecting so-called fraudulent gaming.

[0109] The main information storage means 180 is configured to temporarily store random number value information obtained in special symbol game and normal symbol game, information on the operating reserved balls for special symbol game and normal symbol game, information on the game status (probability fluctuation function, fluctuation time shortening function, electric chute support function) related to special symbol game and normal symbol game, information on the fluctuation pattern selection status, information on the result of the hit / miss judgment for special symbol game and normal symbol game (jackpot, miss), information on the stopped symbol (including symbol group) related to special symbol game and normal symbol game, information on the fluctuation pattern (including additional variable pattern) of special symbol game and normal symbol game, information on the jackpot game (number of rounds, opening time, opening mode (number of times opened per round of game), etc.), status information indicating the operating status of the special symbol game display devices 71, 72, status information indicating the operating status of the special electric device 542, information on performance control command data, etc., and is provided with a predetermined memory area for storing each piece of information.

[0110] When a command transmission request is received, the command transmission / reception means 190 is configured to transmit various performance control command data stored in the command storage area of ​​the main information storage means 180 to the performance control board 200 via parallel transmission. Each performance control command is a two-byte structure containing one byte of MODE data and one byte of EVENT data. To distinguish between MODE and EVENT, Bit 7 of the MODE data is set to "1" and Bit 7 of the EVENT data is set to "0." When this information is transmitted as valid, a strobe signal is output at the respective transmission timing of MODE and EVENT. As a general rule, the performance control commands generated in each process are transmitted one command per interrupt period in the order set in the command storage area of ​​the main information storage means 180.

[0111] 4, the performance control board 200 includes a performance lottery random number generating means 210, a performance generalizing means 220, a lamp control means 230, a role control means 240, an error performance control means 250, a sub-main information storage means 260, and a command sending / receiving means 270. Note that each of the above-mentioned means in the performance control board 200 is a functional representation of what is configured by hardware such as a sub-main CPU 201, a ROM 202, a RAM 203, and electronic circuits arranged on the performance control board 200, and software such as a control program stored in the ROM 202.

[0112] The effect lottery random number generating means 210 includes a random number counter for generating various software random numbers (effect lottery random numbers) through program processing by the sub-main CPU 201. These random number counters function as random number generating means for generating random numbers in a software manner. These software random numbers include pre-reading lottery random numbers used to draw pre-reading effects, decorative pattern random numbers used to draw decorative pattern stop patterns, variable effect pattern random numbers used to draw variable effect patterns for decorative patterns, advance notice lottery random numbers used to draw advance notice effects, jackpot effect pattern random numbers used to draw jackpot effect patterns, and stage lottery random numbers used to draw effect stage transitions. These random numbers are updated using the remaining time when command analysis is not performed in the effect control main processing described below (when no effect control command is received from the main control board 100).

[0113] The performance control means 220 includes a performance mode control means 221, a hold information display control means 222, a pre-reading notice control means 223, a variable performance control means 224, a decorative pattern control means 225, a notice performance control means 226, and a special game performance control means 227.

[0114] The presentation mode control means 221 controls the presentation mode (also referred to as "game presentation mode") in a manner consistent with the game state and variation pattern selection state managed by the main control board 100, based on a game state designation command from the main control board 100, etc. In this embodiment, a "normal presentation mode," a "time-saving presentation mode," and a "probability variable presentation mode" are set as multiple presentation modes, and one of the multiple presentation modes is selectively set according to the game state (or variation pattern selection state) managed by the main control board 100 and the number of times the special symbol is varied, and a variation presentation according to the set presentation mode is executed. In this embodiment, when the game state is a normal game state, the "normal presentation mode" is set, when the game state is a time-saving game state, the "time-saving presentation mode" is set, and when the game state is a probability variable game state, the "probability variable presentation mode" is set. When one of the presentation modes is set, a background image (background image behind the decorative symbols) dedicated to that presentation mode is displayed on the screen as a presentation (variable presentation) indicating that the player is currently in that presentation mode, and background music dedicated to that presentation mode is output from the speaker 11. In this way, the background image and background music are set to be different for each presentation mode, so that the player can recognize which presentation mode they are currently in from the type of background image or background music.

[0115] The reserved information display control means 222 has a first reserved ball number counter for counting the number of activated reserved balls of the first special pattern, and a second reserved ball number counter for counting the number of activated reserved balls of the second special pattern. When the reserved information display control means 222 receives a pattern memory number command from the main control board 100, it updates (increments) the value of the corresponding counter based on the information on the number of activated reserved balls included in this command. On the other hand, when it receives a fluctuation start command from the main control board 100, that is, when the activated reserved balls are consumed, it updates (decrements) the value of the corresponding counter. Furthermore, the reserved information display control means 222 controls the display of reserved images in a number corresponding to the number of activated reserved balls of the first special pattern and reserved images in a number corresponding to the number of activated reserved balls of the second special pattern on the reserved image display unit 710 of the effect display device 70, based on the values ​​of the first reserved ball number counter and the second reserved ball number counter. Furthermore, the pending information display control means 222 controls the display of a changing image in the changing image display area 720 of the performance display device 70, so that when an activated pending ball of the first special pattern or the second special pattern (the earliest activated pending ball) is consumed, the displayed image is switched to a reserved image corresponding to this activated pending ball. In this embodiment, unless explicitly stated, the reserved image of the first special pattern and the reserved image of the second special pattern may be referred to simply as a "reserved image" without distinction, and the changing image of the first special pattern and the changing image of the second special pattern may be referred to simply as a "changing image" without distinction.

[0116] The pre-reading notice control means 223 executes a pre-reading judgment (referred to as a "pre-reading lottery") for the activated reserved ball that is the target of the pre-reading notice effect. The pre-reading notice effect is generated as a form of so-called continuous notice effect that predicts the possibility of a jackpot win or the occurrence of a high-expectation effect (e.g., a reach effect) over one or more variable displays before the activated reserved ball that is the target of the pre-reading is consumed. At this time, the pre-reading lottery is performed based on the information on the pre-determination result included in the pre-determination command from the main control board 100. Here, when the pre-reading notice control means 223 receives the pre-determination command from the main control board 100, it distinguishes between the information on the pre-determination result of the first special symbol and the information on the pre-determination result of the second special symbol, and temporarily stores up to a predetermined upper limit number (four) of each in the pre-reading information storage area of ​​the sub-main information storage means 260 in a form combined with the ball entry order of the activated reserved balls. This pre-read information storage area has the same configuration as the reserved memory area of ​​the main control board 100, and is provided with a reserved 1 memory area (first reserved memory area), a reserved 2 memory area (second reserved memory area), a reserved 3 memory area (third reserved memory area), and a reserved 4 memory area (fourth reserved memory area) in the order of balls entering each start port 51, 52. Each reserved memory area can store a set of information on the results of a preliminary judgment of whether the ball is a win or lose, the results of a preliminary judgment of the symbol, and the results of a preliminary judgment of the variation pattern. The information on the preliminary judgment results is stored in the order of the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area, while it is consumed in the order of the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area (first-in, first-out principle). In addition, when the information on the preliminary judgment results in the reserved 1 memory area is consumed, the information on the preliminary judgment results stored in the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area is shifted to the memory area with the lower number, and the contents of the reserved 4 memory area are cleared to zero.

[0117] The variable effect control means 224 determines by lottery a variable effect pattern that defines the variable process (performance process) from the start of the variable display of the decorative symbols to the end of the variable display, based on information (variation pattern information, variable additional information, etc.) included in the variable start command from the main control board 100. The variable effect control means 224 holds multiple variable effect pattern tables that are referenced when selecting the variable effect pattern of the decorative symbols, and selects a variable effect pattern table that corresponds to the variable pattern (variation time) of the special symbols from among these multiple variable effect pattern tables. Here, the main control board 100 determines the main variable pattern of the special symbols (for example, "SP Reach A" or "SP Reach B"), while the performance control board 200 determines the sub-variation pattern of the decorative symbols (for example, "SP Reach A1, A2..." or "SP Reach A2, A3...") that defines in detail the scenario of the performance display process based on the main variable pattern. The decorative symbol variation presentation pattern defines the variation display mode of the decorative symbol, i.e., the scenario of the series of presentation display processes from the start to the end of the decorative symbol variation, and the timing of the occurrence of the preview presentation at each stage of the display process is also specified as a time schedule. Furthermore, with regard to this decorative symbol variation presentation pattern, even if the special symbol variation pattern is the same (even if the same information on the variation start command is received), if the current presentation mode is different, a variation presentation pattern with different presentation content can be selected. In other words, a variation presentation pattern table is prepared for each current presentation mode.

[0118] In addition, when the variable performance control means 224 receives a standby demo command from the main control board 100, it executes a standby demo performance (customer waiting demo performance) in which, for example, a demonstration video is played during the customer waiting period from when the standby demo command is received until the variable display of the special pattern begins (until the next variable start command is received).

[0119] The decorative symbol control means 225 determines the final combination of decorative symbols (left symbol, center symbol, right symbol) by lottery based on the information (stop symbol information, game status information) included in the variation start command from the main control board 100 and the above-mentioned variation effect pattern determined by the variation effect control means 224. In this example, three symbol rows including multiple types of decorative symbols are configured, and these decorative symbols are formed by identification elements such as numbers. In addition, the decorative symbol control means 225 holds multiple types of stop symbol pattern tables that are referenced when determining the combination of decorative symbols (also called "stop symbol patterns") by lottery. These multiple types of tables include a stop symbol pattern table for jackpots, a stop symbol pattern table for reach losses, and a stop symbol pattern table for non-reach losses. The decorative symbols are formed as a combination of three symbols, and include "a stop symbol indicating a jackpot (jackpot symbol)" and "a stop symbol indicating a loss (loss symbol)." A jackpot symbol indicating a specific jackpot (a probability jackpot) is a stop combination of three symbols with the same odd numbers (e.g., "7·7·7"). A jackpot symbol indicating a normal jackpot (a non-probability jackpot) is a stop combination of three symbols with the same even numbers (e.g., "2·2·2"). A loss symbol is a stop combination in which at least one of the three symbols is a number different from the others (e.g., "1·3·8"). Here, a reach loss symbol among the loss symbols is a stop combination in which the left and right symbols match, but only the center symbol is shifted forward or backward by several frames (e.g., "3·1·3"). In addition, in the case of small win symbols or jackpot symbols, such as 2R jackpot symbols, a predetermined stop pattern combination such as "3·5·7" may be displayed. Also, if the lottery result is not a reach miss, a specific result called a "chance number" (for example, "1·2·3" or "5·6·7" as a regular number, or "2·2·3" or "5·5·6" as a deviation number) may be selected. Furthermore, in the pseudo-sequential performance mentioned above, when a provisional stop display and a re-changing display are performed before the final stop symbol is displayed, a special symbol (pseudo-sequential symbol) is selected as a provisional stop symbol indicating the occurrence of a pseudo-sequential performance.When a provisional stop symbol indicating the occurrence of a pseudo-consecutive repetition is displayed, at least one of the three decorative symbols (typically the center symbol) may be replaced with a special symbol (pseudo-consecutive symbol) displaying the word "NEXT" (e.g., "2-NEXT-3"). The stop order for the decorative symbols is predetermined for each variation pattern described below. In this embodiment, the symbols are generally stopped in the order of left symbol → right symbol → center symbol. However, in the case of a shortened variation pattern with an extremely short variation time, the left symbol, center symbol, and right symbol are stopped almost simultaneously. In the case of a special variation pattern, the symbols can also be stopped in the order of right symbol → center symbol → left symbol, which tends to increase the likelihood of a jackpot. Regardless of the stop order, it is desirable for the left symbol, right symbol, and center symbol to start varying simultaneously at the start of the variation. However, as a special variation effect pattern, the variation may start in the order of left pattern, right pattern, and center pattern.

[0120] FIG. 10 is a schematic diagram showing the pattern attributes of decorative patterns in this embodiment. The decorative patterns are formed by a combination of numerical identification elements and colors (display colors) assigned to the identification elements. In this embodiment, nine numbers from "1" to "9" are set as identification elements (i.e., nine types of decorative patterns exist). The decorative patterns are arranged in the order of "1" to "9" according to the arrangement of the pattern row. On the performance display device 70, the display area Z1, Z2, and Z3 are displayed in a cyclic or scrolling order from "1" to "9" (or "9" to "1"), returning to "1" after "9" (or returning to "9" after "1"). This specification is similar in other embodiments. The pattern attributes of each decorative pattern are determined by the type of color assigned to the identification element. In other words, even if multiple decorative patterns are composed of different identification elements, they are grouped into the same pattern attribute by being assigned the same color. In this example, three colors of decorative symbols are set: "blue," "red," and "gold." In the drawings, the display modes of the three types of decorative symbols, "blue," "red," and "gold," are represented by "whiteout," "diagonal lines," and "filled in." Specifically, the decorative symbols "2," "4," "6," and "8" are classified as having a blue symbol attribute (blue attribute), the decorative symbols "1," "3," "5," and "9" are classified as having a red symbol attribute (red attribute), and the decorative symbol "7" is classified as having a gold symbol attribute (gold attribute). In this embodiment, the symbol attributes of the decorative symbols are in the order of "blue" < "red" < "gold," with the expected degree of winning balls and the expected degree of transition to a special bonus increasing by one level. Hereinafter, for convenience, blue-attributed decorative symbols will be referred to as "blue symbols," red-attributed decorative symbols as "red symbols," and gold-attributed decorative symbols as "gold symbols."

[0121] The preview effect control means 226 determines, by lottery, a preview effect pattern that specifies the content of the preview effect to be executed at each stage of the decorative pattern change process in accordance with the change effect pattern scenario determined by the change effect control means 224. Preview effect patterns include effect patterns that temporarily or gradually display images of specific characters, animations, etc., effect patterns that output specific sounds, and effect patterns that operate movable parts. Preview effects are executed in parallel with the decorative pattern change display and premonitoryly suggest a high probability of a jackpot, with the pattern change stopping in a jackpot mode. Preview effects include preview effects executed before a reach state occurs (including when a reach state occurs) during the decorative pattern change display process, and preview effects executed after a reach state occurs. Each preview effect has a different jackpot reliability, and generally, preview effects displayed after a reach state occurs have a relatively higher jackpot expectation than preview effects displayed before a reach state occurs. The preview effect control means 226 holds preview lottery tables for each type of preview effect, which are referenced when selecting a preview effect pattern, and selects a preview lottery table according to the type of preview effect that occurs according to the scenario of the variable effect pattern. Specific types of preview effects include, for example, comment preview effects, background preview effects, SU (step-up) preview effects, logo preview effects, mini-character preview effects, group preview effects, and role preview effects. These preview effects are basically performed by combining the display of one or more preview effects with the variable display of decorative symbols on the effect display device 70. Therefore, even if the variable display of decorative symbols is based on the same variable effect pattern, a variety of performance modes can be generated by combining it with one or more preview effects.

[0122] The special game effect control means 227 determines the content of the jackpot effect (jackpot effect pattern) that notifies the player that a jackpot game is in progress. The jackpot effect includes a jackpot start demo effect that notifies the player that a jackpot game has started, a round effect that notifies the player that a round game is in progress, and a jackpot end demo effect that notifies the player that a jackpot game has ended. When the special game effect control means 227 receives a jackpot start demo command from the main control board 100, it determines the jackpot effect pattern (jackpot start demo effect pattern, round effect pattern, jackpot end demo effect pattern) based on the jackpot type information stored in the sub-main information storage means 260. This jackpot effect pattern includes a jackpot start demo effect time, a round effect time (a performance time corresponding to the opening pattern of the large prize opening 54), and a jackpot end demo effect time, and a series of performance contents are set along that time axis. Furthermore, the special game effect control means 227 executes a jackpot start demo effect triggered by receiving a jackpot start demo command from the main control board 100, executes each round effect triggered by receiving a round effect designation command, and executes a jackpot end demo effect triggered by receiving a jackpot end demo command, according to the jackpot effect pattern. In the jackpot start demo effect, for example, the words "JACKPOT START" are displayed on the screen to announce the start of the jackpot game. In the round effect, for example, the number of currently running rounds and the number of prize balls won are displayed on the screen, and various images (animated images, etc.) that liven up the jackpot game are displayed. In the jackpot end demo effect, for example, the words "JACKPOT END" are displayed on the screen to announce the end of the jackpot game, and then an effect indicating the game state (mode) to be transitioned to is displayed.

[0123] As described above, the performance control means 220 generates image control commands related to images and sounds based on the determined performance content (prediction performance pattern, variable performance pattern, advance notice performance pattern, stopping pattern pattern, jackpot performance pattern, etc.) and stores these in the command storage area of ​​the sub-main information storage means 260.

[0124] The lamp control means 230 controls the lighting and light color of the performance lamps in accordance with the performance content set by the performance integration means 220. The lamp control means 230 holds multiple types of lamp data (lamp pattern data) for controlling the lighting of the performance lamps LP (frame lamps 10, panel lamps 80), reads out lamp data corresponding to the determined performance pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.

[0125] The prop control means 240 controls the driving of each movable prop 24 in accordance with the performance content set by the performance integration means 220. The prop control means 240 holds a plurality of types of drive data for driving and controlling the movable props 24, and transmits a drive control signal (drive data) corresponding to the determined performance pattern to the motor driver 92.

[0126] The error presentation control means 250 is configured to determine an error presentation pattern when it receives an error presentation designation command from the main control board 100, and to notify the gaming machine that an error state has occurred in accordance with the error presentation pattern.

[0127] The sub-main information storage means 260 is configured to temporarily store information on decorative symbols, information on variable performance patterns, information on preview performance patterns, information on control commands, etc., and is provided with a predetermined storage area for storing each piece of information. For example, the command storage area includes a performance control command buffer for storing performance control commands from the main control board 100, an image control command buffer for storing image control commands to the image control board 300, and an ACK command buffer for storing ACK commands from the image control board 300. Each command buffer is composed of a ring buffer and can store a predetermined number of performance control commands, image control commands, and ACK commands.

[0128] The command transmitting / receiving means 270 is configured to receive performance control commands transmitted from the main control board 100 and store these performance control commands in a performance control command buffer in the sub-main information storage means 260. The command transmitting / receiving means 270 generates an interrupt based on the input of the above-mentioned strobe signal from the main control board 100, executes reception interrupt processing for the performance control command (described in detail later), and acquires various performance control commands during this interrupt processing. Note that when the command transmitting / receiving means 270 receives a strobe signal, it prioritizes this reception interrupt processing for the performance control command over other interrupt processing (interrupt processing with a priority level lower than 7, described later).

[0129] In addition, the command transmission / reception means 270 transmits image control commands stored in the sub-main information storage means 260 to the image control board 300 via serial communication to instruct the execution of the performance content (variable performance pattern information, preview performance pattern information, decorative pattern information, etc.) set by the performance supervision means 220. In principle, the image control commands are transmitted at predetermined intervals (500 μs in this example) in the order set in the command storage area of ​​the sub-main information storage means 260. As a result, the image control board 300 analyzes the various image control commands transmitted from the performance control board 200 and causes the performance display device 70 to display a variable performance image, including decorative patterns, according to the scenario of the variable performance pattern, and also displays preview performances superimposed on the pattern variation performance at each stage of the variable display process. Furthermore, the command transmission / reception means 270 receives ACK commands transmitted from the image control board 300 and stores these ACK commands in the ACK command buffer of the sub-main information storage means 260.

[0130] [Various performances] As described above, the pachinko gaming machine PA having such a configuration is configured so that various game effects are controlled and executed by the effect control board 200 and the image control board 300 according to the progress of the game, etc. The following describes the content of the jackpot effect among the various game effects. Note that, in the following, "restricting execution" or "regulating execution" is used as a concept that includes, for example, not executing all or part of an effect, or relatively lowering the priority of display or output. Also, in the following, "overlapping execution (overlapping execution)" means that one execution period (or execution timing) overlaps with the other execution period (or execution timing), and is used as a concept that includes both cases where the execution periods (or execution timings) of both effects overlap in their entirety and cases where only a portion of the execution periods (or execution timings) of both effects overlap.

[0131] [Performance during jackpot] As mentioned above, the jackpot effects include a jackpot start demo effect, a round effect, and a jackpot end demo effect. Figure 11 is a schematic diagram showing the correspondence between the jackpot type (type of symbol group), the jackpot symbol combination (the combination of decorative symbols when a jackpot occurs), and the jackpot effect pattern. (A) in the figure is referenced when the game state at the time of the jackpot win is the normal game state, and (B) in the figure is referenced when the game state at the time of the jackpot win is the time-saving game state or the probability variable game state. As shown in Figure 11, the type of jackpot symbol combination and the type of jackpot effect pattern are determined according to the jackpot type (symbol group) selected in the special symbol lottery process. In this embodiment, even if the jackpot type is the same, the type of jackpot symbol combination and the type of jackpot effect pattern can be different depending on the game state at the time of the jackpot win.

[0132] A jackpot symbol combination is made up of a "*·*·*" combination of three decorative symbols with the same number (identification element) in a row (*: decorative symbol of any number). Jackpot symbol combinations are divided into odd-numbered symbol combinations (red symbol combinations, gold symbol combinations) that indicate "specific jackpots" such as "1·1·1", "3·3·3", "5·5·5", "7·7·7", and "9·9·9", and even-numbered symbol combinations (blue symbol combinations) that indicate "specific jackpots" or "regular jackpots" such as "2·2·2", "4·4·4", "6·6·6", and "8·8·8". In other words, odd number symbol combinations (gold symbol combinations, red symbol combinations) are jackpot symbol combinations that confirm a "special jackpot," while even number symbol combinations (blue symbol combinations) are jackpot symbol combinations where it is uncertain whether they result in a "special jackpot" or a "regular jackpot."

[0133] The gold symbol combination is a jackpot symbol combination that indicates that the actual number of rounds is "16 rounds" and that the player has won a "special jackpot" that triggers a transition to the variable probability game mode. In other words, the gold symbol combination is a jackpot symbol combination that definitely indicates that the player has won the most advantageous jackpot (16R special jackpot) among multiple jackpot types, which is the most advantageous for the player. The red symbol combination is a jackpot symbol combination that indicates that the actual number of rounds is uncertain, whether it is "16 rounds" or "4 rounds," but that the player has won a "special jackpot" that triggers a transition to the variable probability game mode. The blue symbol combination is a jackpot symbol combination that indicates that the actual number of rounds is certain, but that the player has won a "special jackpot" that triggers a transition to the variable probability game mode or a "normal jackpot" that triggers a transition to the "time-limited game mode." Here, even with a blue symbol combination, the actual number of rounds may be "16 rounds" (that is, even if the actual number of rounds is a "16-round" probability jackpot, the blue symbol combination may be selected), but it is preferable that the actual number of rounds is more likely to be "16 rounds" with a red symbol combination. In this case, as one of the "Ki-dai-hit effects" described later, a "Ki-dai-hit C effect" that promotes probability jackpot and rounds may be provided.

[0134] In this embodiment, "Super Longevity Jackpot Effect," "Longevity Jackpot A Effect," "Longevity Jackpot B Effect," "Happy Jackpot A Effect," and "Happy Jackpot B Effect" are set as multiple types of jackpot effect patterns. The Super Longevity Jackpot Effect is a jackpot effect pattern type that is set in response to the jackpot symbol combination being a "gold symbol combination." The Longevity Jackpot A Effect and the Longevity Jackpot B Effect are jackpot effect pattern types that are set in response to the jackpot symbol combination being a "red symbol combination." The Happy Jackpot Effect A and the Happy Jackpot B Effect are jackpot effect pattern types that are set in response to the jackpot symbol combination being a "blue symbol combination." In other words, the jackpot effect pattern type is set according to the symbol attribute (gold symbol, red symbol, blue symbol) of the jackpot symbol combination.

[0135] Here, referring to FIG. 11(A), the jackpot symbol combination and the jackpot presentation pattern selected when the game state at the time of winning the jackpot is the normal game state will be explained. First, when the "4R specific jackpot" of the first special symbol is won, a "red symbol combination" or a "blue symbol combination" is selected as the jackpot symbol combination. For example, as the jackpot symbol combination, a red symbol combination is selected with an 80% probability, and a blue symbol combination is selected with a 20% probability. In this case, when a "red symbol combination" is selected as the jackpot symbol combination, a "ju jackpot A presentation" is selected as the corresponding jackpot presentation pattern, and when a "blue symbol combination" is selected as the jackpot symbol combination, a "joy jackpot B presentation" is selected as the corresponding jackpot presentation pattern. Also, if you win the "4R normal jackpot" of the first special symbol, the "blue symbol combination" will be selected as the jackpot symbol, and the "Joy jackpot A effect" will be selected as the corresponding jackpot performance pattern. Also, if you win the "16R specific jackpot" of the second special symbol, the "gold symbol combination" will be selected as the jackpot symbol, and the "Super Longevity jackpot performance" will be selected as the corresponding jackpot performance pattern. Also, if you win the "4R specific jackpot" of the second special symbol, the "red symbol combination" will be selected as the jackpot symbol combination, and the "Longevity jackpot A effect" will be selected as the corresponding jackpot performance pattern. Also, if you win the "4R normal jackpot" of the second special symbol, the "blue symbol combination" will be selected as the jackpot symbol, and the "Joy jackpot A effect" will be selected as the corresponding jackpot performance pattern.

[0136] Next, referring to FIG. 11(B), we will explain the jackpot symbol combination and jackpot presentation pattern selected when the game state at the time of winning is the time-limited game state or the probability variable game state. When a "4R specific jackpot" with the first special symbol is won, a "red symbol combination" is selected as the jackpot symbol combination, and a "ju jackpot A presentation" is selected as the corresponding jackpot presentation pattern. Also, when a "4R normal jackpot" with the first special symbol is won, a "blue symbol combination" is selected as the jackpot symbol combination, and a "joy jackpot A presentation" is selected as the corresponding jackpot presentation pattern. Also, when a "16R specific jackpot" with the second special symbol is won, a "gold symbol combination" or a "red symbol combination" is selected as the jackpot symbol combination. For example, as the jackpot symbol combination, a gold symbol combination is selected with an 80% probability, and a red symbol combination is selected with a 20% probability. At this time, if a "gold symbol combination" is selected as the jackpot symbol combination, the "Super Longevity Jackpot Presentation" is selected as the corresponding jackpot presentation pattern, and if a "red symbol combination" is selected as the jackpot symbol combination, the "Longevity Jackpot B Presentation" is selected as the corresponding jackpot presentation pattern. If a "4R specific jackpot" of the second special symbol is won, a "red symbol combination" or a "blue symbol combination" is selected as the jackpot symbol combination. For example, a red symbol combination is selected as the jackpot symbol combination with an 80% probability, and a blue symbol combination is selected with a 20% probability. At this time, if a "red symbol combination" is selected as the jackpot symbol combination, the "Longevity Jackpot A Presentation" is selected as the corresponding jackpot presentation pattern, and if a "blue symbol combination" is selected as the jackpot symbol combination, the "Joy Jackpot B Presentation" is selected as the corresponding jackpot presentation pattern. In addition, if you win the "4R normal jackpot" of the second special pattern, the "blue pattern combination" will be selected as the jackpot pattern, and the "Joyful jackpot A effect" will be selected as the corresponding jackpot performance pattern.

[0137] The Choju jackpot presentation is a jackpot presentation pattern that definitely notifies the player that they have won the most advantageous jackpot (16R specific jackpot) of the multiple jackpot types, which is the most advantageous to the player.

[0138] The Kotobuki jackpot A and Kotobuki jackpot B effects are jackpot performance patterns in which it is determined that a "specific jackpot" type has been won, which triggers a transition to a probability variable game state, but until the predetermined number of rounds (4 rounds) is reached, it remains uncertain whether the actual number of rounds will be "16 rounds" or "4 rounds." Here, even if the Kotobuki jackpot A effect reaches the predetermined number of rounds (4 rounds), no promotion performance (round promotion performance) is performed, and it is determined that the specified number of rounds for this jackpot game is "4 rounds." On the other hand, when the Kotobuki jackpot B effect reaches the predetermined number of rounds (4 rounds), a promotion performance (round promotion performance) occurs, and it is determined that the specified number of rounds for this jackpot game is "16 rounds" (the specified number of rounds has been promoted to "16 rounds").

[0139] The Happy Big Hit A and Happy Big Hit B effects are a jackpot performance pattern in which the actual number of rounds is determined to be "4 rounds," but until the jackpot end demo is reached, it remains uncertain whether the player has won a "specific jackpot" that triggers a transition to a probability variable game state, or a "normal jackpot" that triggers a transition to a time-limited game state. Here, even if the Happy Big Hit A effect reaches the jackpot end demo, no promotion effect (probability variable promotion effect) is performed, and it is determined that the current jackpot type is a "normal jackpot" (a transition to a time-limited game state after the current jackpot game ends). On the other hand, when the Happy Big Hit B effect reaches the jackpot end demo, a promotion effect (probability variable promotion effect) occurs, and it is determined that the current jackpot type is a "specific jackpot" (a transition to a probability variable game state after the current jackpot game ends). Also, in Figure 11, the correspondence between the jackpot type and the jackpot performance pattern is changed depending on the game state at the time of winning the jackpot, but the correspondence as shown in Figure 11(B) may be used regardless of the game state at the time of winning the jackpot. Also, a 16R specific jackpot may be set for the first special symbol, and in that case, even when the first special symbol is won, the Super Longevity jackpot performance or the Longevity jackpot B performance may be executed. The details of the promotion performance (round promotion performance, probability change promotion performance) will be described later.

[0140] Next, the content of each jackpot effect pattern will be explained. Figures 12 to 16 are schematic diagrams showing the content of jackpot effect patterns. The diagrams define a correspondence between the type of individual effect that occurs during jackpot play and the timing of its occurrence for each jackpot effect pattern. To facilitate understanding of the explanation, the diagrams also indicate the opening mode of the large prize opening 54. In this embodiment, the opening mode of the large prize opening 54 is limited to a "long opening" mode, in which the opening time (maximum opening time) of the large prize opening 54 is set to an opening time that allows or makes it easy for game balls of a specified count (full count) to enter. However, this configuration is not limited to this, and a "short opening" mode may also be provided, in which the opening time (maximum opening time) of the large prize opening 54 is set to an opening time that prevents or makes it difficult for game balls of a specified count (full count) to enter.

[0141] First, during the jackpot start demo, a screen is displayed suggesting the type of jackpot effect (Choju jackpot effect, Juju jackpot effect, Ki jackpot effect), and the player is informed of which jackpot effect will start. In this embodiment, the execution time of the jackpot start demo is set to "5 seconds" for all jackpots.

[0142] During each round game, a round effect screen corresponding to the type of jackpot effect (Choju jackpot effect, Kotobuki jackpot effect, Ki jackpot effect) is displayed. That is, if the jackpot effect pattern is Choju jackpot effect, a Choju jackpot round screen is displayed; if it is Kotobuki jackpot A effect A or Kotobuki jackpot B effect, a Kotobuki jackpot round screen is displayed; if it is Ki jackpot A effect or Ki jackpot B effect, a Ki jackpot round screen is displayed. However, if a round promotion effect described below occurs during a specified round game, the type of this jackpot effect is promoted, and the round effect screen of a lower rank type is switched to a round effect screen of a higher rank type.

[0143] After each round of play ends, an interval period is set, which is the pause time (the time the large prize entry port 54 is closed) from when the end of each round of play is set until the next round of play or the setting of the jackpot end demo is started. Therefore, the special game is played in the following order: "jackpot start demo" → "round play" → "interval period" → "round play" → "interval period" → ... → "round play" → "interval period" → "jackpot end demo." In this embodiment, the interval time (interval period) is set to "2 seconds" for all jackpots. Details of this interval period will be described later.

[0144] During the jackpot end demo, the content of the presentation mode (game state) to which the game will transition after the currently running jackpot game ends is indicated, suggesting to the player which presentation mode the game will enter or continue in. Furthermore, during this jackpot end demo period, the probability change promotion presentation or the hold consecutive suggestion presentation, which will be described later, may be performed. The hold consecutive suggestion presentation performed during this jackpot end demo period does not include the hold consecutive suggestion presentation (a presentation that can be used in conjunction with the over prize presentation or the bonus prize presentation) that is triggered by the occurrence of an over prize or a bonus prize in the modified example described later. In other words, the hold consecutive suggestion presentation in the modified example described later is not a presentation that is performed during the jackpot end demo period, but a presentation that is performed during the interval period. Details of the probability change promotion presentation and the hold consecutive suggestion presentation of this embodiment will be described later. In this embodiment, the execution time of the jackpot end demo is set to "20 seconds" for all jackpots. As mentioned above, the jackpot start demo and the jackpot end demo may be configured so that their demo times differ depending on whether the jackpot game is an initial jackpot game (i.e., a jackpot from a low-probability, low-base state) or a jackpot game during a winning streak (i.e., a jackpot from a high-probability, high-base state or a low-probability, high-base state). Specifically, the demo times may be set relatively short for a jackpot game during a winning streak compared to an initial jackpot game, in order to speed up game processing before and after the jackpot (to speed up gameplay during a winning streak). Also, as mentioned above, when a performance that calls attention to preventing players from forgetting to remove their prepaid cards is performed during a jackpot game during an initial jackpot game, it is preferable to perform the performance during the jackpot end demo period, which is set to a relatively long time. When a performance that calls attention to preventing players from forgetting to remove their prepaid cards is performed during a jackpot game during a winning streak, it is preferable to perform the performance during the round game, rather than during the jackpot end demo period, which is set to a relatively short time.Furthermore, with regard to the reserved consecutive suggestion effect, in the case of a jackpot game at the time of the first hit (i.e., a jackpot from a low-probability, low-base state), it is preferable not to execute it or to lower the execution probability even if there is a jackpot reserved in the reserve, and in the case of a jackpot game during a consecutive hit (i.e., a jackpot from a high-probability, high-base state or a low-probability, high-base state), it is preferable not to execute it or to increase the execution probability even if there is a jackpot reserved in the reserve. Furthermore, it is preferable that the reserved consecutive suggestion effect be performed during the execution of a special game corresponding to a 16R specific jackpot, and it is also preferable that it be executed when the jackpot reserved in the reserve is a jackpot reserve corresponding to a 16R specific jackpot (in other words, it is preferable that the jackpot for which the reserved consecutive suggestion effect is displayed and the jackpot reserved in the reserve that triggers the execution of the reserved consecutive suggestion effect are only applicable to 16R specific jackpots, and not to 4R specific / normal jackpots).

[0145] 17 is a schematic diagram showing the basic screen (round effect screen) during a round game. Although not shown, various images (animated images, etc.) corresponding to the type of effect pattern during a jackpot are displayed in the central area of ​​the screen to enhance the jackpot game.

[0146] The round display area 730 on the screen displays the round number (the third round in the illustrated example) indicating which round game is currently being played. For example, if the currently playing round game is the first round game (first round), "ROUND1" is displayed in the round display area, and if the currently playing round game is the second round game (second round), "ROUND2" is displayed in the round display area, and thereafter, "ROUND3", "ROUND4", etc. are displayed in the round display area each time a round game is played.

[0147] The right-hit display area 731 on the screen displays a right-hit image (also referred to as a "hit instruction" effect) that prompts the player to shoot the game ball toward the right-side area PA2 (a right hit). Note that even if a right-hit situation (a jackpot) is occurring, if the game ball flows down the left-side area PA1 and enters one of the general winning holes 61-63, or if the game ball enters the first starting hole 51, i.e., if the game ball is shot toward the left-side area PA1, an effect (warning effect) may be executed to warn the player not to shoot the game ball toward the left. In the warning effect, a message instructing the player to shoot the game ball toward the right-side area PA2 (a right hit) is displayed on the screen, or the effect lamp LP lights up in a special light-emitting mode (e.g., high-intensity, high-speed, or momentary flashing), thereby informing the player that the game ball should be shot toward the right-side area PA2 (a right hit). Note that the warning effect may include, for example, outputting a sound (right-hit instruction sound) from the speaker 11 saying, "Please hit right." This warning effect is preferably in a prominent position (e.g., in the central display area) and of a size (e.g., occupying most of the display area of ​​the effect display device 70) so that it can be clearly seen by the player, and is preferably configured so that it can be displayed even in situations where the right-hit image, the display content in the prize ball acquisition display area 732 described below, the display content in the cumulative prize ball count display area 733, the highlight effect, and the display content in the round display area 730 are also being displayed. However, because the right-hit image also contains information that must be clearly conveyed to the player (information regarding the appropriate launch position), it is appropriate to display the right-hit image and the warning effect in different display areas so that they do not overlap. On the other hand, so as not to impede the visibility of the warning effect, it is preferably configured so that it has a higher display priority than the display content in the prize ball acquisition display area 732 described below, the display content in the cumulative prize ball count display area 733, the highlight effect, and the display content in the round display area 730 (i.e., while they can be displayed overlapping, in that case the warning effect is displayed in the foreground). This launch instruction effect is displayed when the ball enters one of the general winning slots 61 to 63 during a jackpot, or when the ball enters the first starting slot 51, and the display time is set to 10 seconds.However, if the display conditions are met again before the 10-second display time has elapsed, another 10 seconds will be set as the display time (i.e., the display time will be extended). Also, it is preferable that the right-hit image and warning effect be displayed not only during a jackpot, but also in high-base states such as a high-probability high-base state and a low-probability high-base state, and it is desirable that the right-hit image be continuously displayed from the jackpot through the high-base state, and that if the warning effect is displayed when there are less than 10 seconds left until the end of the jackpot (for example, 5 seconds before the end of the jackpot end demo), it be continuously displayed from the jackpot through the high-base state.

[0148] When a predetermined winning event (such as an over-winning event or bonus winning event, which will be described later) occurs, the number of prize balls (unit prize balls) awarded based on the winning event is displayed in the prize ball acquisition display area 732 on the screen to notify the player of the winning event. This prize ball acquisition display area 732 includes a first prize ball acquisition display area 732A that displays the number of prize balls awarded for an over-winning event (the unit prize balls awarded when one game ball enters the large prize opening 54) when an over-winning event occurs, and a second prize ball acquisition display area 732B that displays the number of prize balls awarded for a bonus winning event (the unit prize balls awarded when one game ball enters the general prize opening 64) when a bonus winning event occurs. For example, when an over-winning event occurs, "+15 points" corresponding to the unit prize balls (15 balls) for the large prize opening 54 is displayed, and when a bonus winning event occurs, "+3 points" corresponding to the unit prize balls (3 balls) for the general prize opening 64 is displayed. As a modified example, the first prize ball acquisition display area 732A and the second prize ball acquisition display area 732B may be positioned apart from each other.

[0149] The cumulative number of prize balls display area 733 on the screen displays the cumulative number of prize balls (referred to as the "cumulative number of prize balls") that have been won up to the present time based on the game balls entering the jackpot slot 54 or the general prize slot 64 during consecutive jackpot games. A "consecutive jackpot" refers to a state in which, after the occurrence of the first jackpot that triggers a transition from a non-specific game state to a specific game state, the specific game state continues without returning to the non-specific game state (a state in which jackpots occur consecutively in the specific game state starting from the first jackpot). The "specific game state" refers to a game state in which the probability of transitioning to a special game is higher than in the normal game state (low probability, low base state), and refers to a state in which at least one of the following functions is activated: the special symbol probability variation function, the special symbol variation time reduction function, and the electric chute support function (at least one of the high probability, high base state, low probability, high base state, and high probability, low base state). In this embodiment, a gaming state in which at least the electric chute support function is activated (high base state) corresponds to a "specific gaming state." The cumulative number of prize balls also includes the number of prize balls acquired by game balls entering the large prize entry port 54 or the general prize entry port 64 during the special game when the initial win occurs. The cumulative number of prize balls may include the number of prize balls awarded for the over prize entry described below, or may not include the number of prize balls awarded for the over prize entry. The cumulative number of prize balls may also include the number of prize balls awarded for the bonus prize entry described below, or may not include the number of prize balls awarded for the bonus prize entry. The over prize entry effect described below is executed only during a jackpot (because the large prize entry port 54 is open and balls can enter), but balls can enter the general prize entry port 64 regardless of whether a jackpot is occurring. However, the bonus prize entry effect described below is also configured to be executed only during a jackpot.Regarding bonus wins, if there is a jackpot, a bonus win effect is executed, but if the state is low probability and low base, a special effect different from the bonus win is executed (for example, a special effect in which the dialogue "Don't put it in here now!" and a sound is generated, however, this may also be executed when three balls enter within a specified time (for example, within five seconds) rather than just one ball), and if the state is high probability and high base or low probability and high base, neither the bonus win effect nor the special effect is executed (in this case, nothing needs to be executed, but as another effect, an effect such as a red flame appearing for a moment around the frame of the effect display device 70 may be executed).

[0150] In addition to, or instead of, this cumulative number of prize balls, the cumulative number of prize balls acquired up to the present time based on game balls entering the large prize slot 54 or the general prize slot 64 in a single currently running jackpot game (referred to as the "number of prize balls during a jackpot") may be displayed. The number of prize balls during a jackpot is the number of prize balls that the player actually acquired during a single jackpot game, so while it may be less than the number of prize balls that can be acquired (theoretical expected number of prize balls) set according to the type of jackpot, it will never exceed the number of prize balls that can be acquired. However, if an over-entry occurs, as described below, the number of prize balls during a jackpot may exceed the number of prize balls that can be acquired (theoretical expected number of prize balls) set according to the type of jackpot.

[0151] Also, although not shown in the drawings, during consecutive wins, the number of consecutive wins, which is the number of consecutive jackpot occurrences in a specific gaming state or the number of times including the first jackpot in that number (the number after adding 1), may be displayed. As an example, if three jackpots occur in a specific gaming state after the first jackpot, a display such as "3rd consecutive win" or "4th consecutive win" may be made during the jackpot. Also, in each round of the special game, a pseudo-decoration symbol (hereinafter referred to as "pseudo-decoration symbol") may be variably displayed and stopped (temporarily stopped display, confirmed stop display). This pseudo-decoration symbol is preferably a symbol pattern different from the normal decoration symbol variably displayed during non-special games (a symbol dedicated to during the jackpot). Specifically, if the decoration symbol variably displayed during non-special games is composed of a picture (character) and numbers, during the special game, it becomes a decoration symbol of only numbers, and its size is also reduced, or if the decoration symbol variably displayed during non-special games is composed of only numbers, during the special game, it is a decoration symbol of only the same numbers but its size is reduced. Further, when a triple such as "7·7·7" appears during the jackpot, as long as it can be recognized which decoration symbol won the jackpot, during the special game, instead of "7·7·7" being displayed, only "7" (not a combination of three decoration symbols but only one decoration symbol) may be displayed. Also, during the execution of the jackpot game (round game), the "winning-related effect" which is a characteristic effect of this embodiment is executed.

[0152] [Winning-related effect] Next, the winning-related effect of this embodiment will be described. FIG. 18 is a conceptual diagram for explaining the configuration of the winning-related effect of this embodiment. The winning-related effect is an effect executed based on the fact that a game ball has entered a specific winning port (big winning port 54 or general winning port 64) during the execution of the jackpot game. This winning-related effect includes (A) big winning port winning effect and (B) general winning port winning effect.

[0153] <A. Big winning port winning effect> The large prize opening winning effect is an effect that is executed when a gaming ball enters the large prize opening 54 during the execution of a special game. The large prize opening winning effect includes a large prize opening normal winning effect, a large prize opening over winning effect, and a large prize opening count-up effect. In the following, unless otherwise specified, (a) a gaming ball entering the large prize opening 54, (b) a gaming ball entering the large prize opening 54, (c) a gaming ball being detected by the large prize opening switch 541, and (d) receiving a large prize opening winning command from the main control board 100 are used synonymously.

[0154] ≪A-1. Large prize entrance normal prize production≫ The normal large prize opening winning effect is an effect that notifies the player that a game ball has entered the large prize opening 54, with the goal being to win a game ball within a specified count into the large prize opening 54. In other words, the normal large prize opening winning effect is an effect that is performed every time a game ball enters the large prize opening 54 until the number of game balls that have entered the large prize opening 54 in one round of play reaches the specified count. In this embodiment, a specific example of the normal large prize opening winning effect is not specifically stated, but the normal large prize opening winning effect is performed using at least one of a plurality of effect means such as the effect display device 70, the speaker 11, the effect lamp LP, and the movable device 24. Examples include (1) an effect on the effect display device 70 that displays an object corresponding to a specified count number in one unit game (for example, a treasure chest display is displayed for the specified count number in one unit game), and each time a game ball enters the large prize opening 54, the object is deleted, (2) an effect on the speaker 11 that outputs a "clink" sound each time a game ball enters the large prize opening 54, and (3) an effect on the effect lamp LP that flashes twice each time a game ball enters the large prize opening 54. Note that, as a variation of this embodiment, it may be configured so that, without providing a normal large prize opening entry effect, only the large prize opening count-up effect described below is performed for game balls entering the large prize opening 54 up to the specified count number.

[0155] <A-2. Prize-winning performance over the main prize entrance> The large prize opening over-entry effect (also referred to as "over-entry effect") is an effect that suggests or notifies that a game ball has entered the large prize opening 54, targeting the entry of a game ball that exceeds the specified count number into the large prize opening 54 (over-entry). "Over-entry" refers to the detection by the large prize opening switch 541 of a game ball that exceeds the specified count number during the execution of one round of play (in this embodiment, the 11th game ball or later). In this embodiment, as will be described later in detail, the effective detection period of the big prize opening switch 541 is the detection grace period after the end of each round of play (in this embodiment, it is the same period as the interval period, but the interval period and the detection grace period may be different periods. As an example, if the interval period, which is the waiting time set between each round of play or between the final round of play and the big prize end demo, and is the round play waiting time (unit game waiting time) or end demo waiting time, which is the period during which the big prize opening 54 is kept closed from the start of the closing operation, is set to 2 seconds, the detection grace period is The detection grace period is a period set between each round of play or between the final round of play and the jackpot end demo, and is a period during which it is possible to detect game balls entering the jackpot after the jackpot opening 54 has started to close (such as game balls entering the jackpot that have exceeded the specified count number).The detection grace period overlaps at least partially with the interval period, and is set to last from the start of the jackpot opening 54's closing operation until 1 second, or 3 seconds, has elapsed, and an over-entry can occur within this interval period (within the detection grace period). An example of an over-entry is when the game ball at the 10th count enters the large prize opening 54 and is detected by the large prize opening switch 541, causing the closing operation of the large prize opening 54 to begin. If a subsequent game ball (a game ball at the 11th count or later) enters the large prize opening 54 before the large prize opening 54 is closed, then an over-entry occurs when the subsequent game ball (a game ball at the 11th count or later) is detected by the large prize opening switch 541 within the interval period (within the detection grace period).

[0156] There are two types of over prize winning effects: an over prize winning image display effect and an over prize winning sound output effect. Figure 19 is a schematic diagram showing an example of the over prize winning effect of this embodiment. It is preferable that the over prize winning effect be different from the effect of the regular large prize winning effect described above. As a variation, the effect related to the over prize winning may be equipped with only an over prize winning image (without an over prize winning sound), or equipped with only an over prize winning sound (without an over prize winning image).

[0157] The over-winning image display effect is an effect that displays an image (referred to as an "over-winning image") that suggests that an over-winning has occurred. In this embodiment, as shown in FIG. 19, an over-winning image with the words "+15pt" is displayed in the prize ball acquisition display area 732 on the screen as an over-winning image, suggesting that "15" prize balls have been acquired based on the occurrence of an over-winning. This allows the player to intuitively understand that an over-winning has occurred.

[0158] The over-winning sound output effect is an effect in which a sound ("over-winning sound") indicating that an over-winning has occurred is output from the speaker 11. In this embodiment, as shown in Fig. 19, the occurrence of an over-winning is indicated by outputting a sound effect (character voice) saying "Good job!" from the speaker 11.

[0159] As a variation of this embodiment, multiple over-winning effects may be provided. That is, multiple over-winning images or multiple over-winning sounds may be prepared, and one of the over-winning images or sounds may be selected by lottery when an over-winning occurs. In this case, depending on the type of over-winning image or over-winning sound, a hold consecutive win suggestion, a probability variation suggestion, or a round number suggestion may be performed. For example, while there is only one over-winning image, "+15pt," the over-winning sounds include "Good job," "Keep it up," and "Congratulations" in addition to "Yay!", when the over-winning sound "Congratulations" is generated, (1) the effect may also serve as a hold consecutive win suggestion, (2) a suggestion that the currently active jackpot is a probability variation jackpot, or (3) a suggestion that the currently active jackpot is a 16R jackpot rather than a 4R jackpot.

[0160] More specifically, as a variation of this embodiment, multiple types of over-winning sounds may be set, and in addition to indicating the occurrence of an over-winning, a configuration may be adopted in which the type of over-winning sound indicates the possibility of a consecutive win within the reserved balls (i.e., the over-winning effect and the consecutive win indication effect are used together). Here, "consecutive wins within the reserved balls" refers to the situation where, when the result of the special symbol determination performed by the consumption of a certain preceding activated reserved ball is a jackpot, one or more subsequent activated reserved balls present at a predetermined timing between the time the determination of the special symbol related to the preceding activated reserved ball is permitted and the end of the special game triggered by the jackpot contain an activated reserved ball (also referred to as a "jackpot reserve") that is expected to result in a jackpot. In this variation, multiple types of over-winning sounds are provided, including an over-winning sound A (a sound that says "You did it") and an over-winning sound B (a sound that says "Congratulations"). If there is no reserved jackpot when an over-winning occurs (if consecutive wins within the reserved wins have not been achieved), the selection rate for over-winning sound A is "100%" and the selection rate for over-winning sound B is "0%." On the other hand, if there is a reserved jackpot when an over-winning occurs (if consecutive wins within the reserved wins have been achieved), the selection rate for over-winning sound A is "0%" and the selection rate for over-winning sound B is "100%." ​​In other words, over-winning sound A is a normal sound that suggests that an over-winning has occurred and consecutive wins within the reserved wins have not been achieved. Over-winning sound B is a special sound that suggests that an over-winning has occurred and consecutive wins within the reserved wins have been achieved. The selection rates for over-winning sounds A and B may be set appropriately. For example, if there is a reserved jackpot when an over-winning occurs (if consecutive wins within the reserved wins have been achieved), the selection rate for over-winning sound A may be "80%" and the selection rate for over-winning sound B may be "20%." Furthermore, in the above modified example, an example was given of the case where the reserved consecutive win suggestion effect is applied to the over-winning sound output effect, but the reserved consecutive win suggestion effect may also be applied to the over-winning image display effect (for example, if "+15pt" is displayed in black letters as the over-winning image display effect, it may be possible to have a specification where a reserved consecutive win has not been achieved or is unlikely to have been achieved, but if it is displayed in gold letters, it may be possible to have a specification where a reserved consecutive win has been achieved or is likely to have been achieved).In addition, in the above modified example, the over winning sound B was explained as a hold consecutive indication, but the over winning sound B may be specified to have the role of a probability variable indication or a round number indication. In that case, depending on whether the currently executed jackpot is a normal jackpot or a specific jackpot (probability variable jackpot), the selection rate of the over winning sound A and B is changed. In the case of a normal jackpot, the selection rate of the over winning sound A is "100%" and the selection rate of the over winning sound B is "0%", while in the case of a specific jackpot (probability variable jackpot), the selection rate of the over winning sound A is "0%" and the selection rate of the over winning sound B is "10%". The selection rate of over winning sound A and B may be "0%", or the selection rate of over winning sound A may be "80%" and the selection rate of over winning sound B may be "20%". Depending on whether the currently executing jackpot is a 4R jackpot or a 16R jackpot, the selection rate of over winning sound A and B may be "100%" in the case of a 4R jackpot, and the selection rate of over winning sound B may be "0%", while in the case of a 16R jackpot, the selection rate of over winning sound A may be "0%" and the selection rate of over winning sound B may be "100%", or the selection rate of over winning sound A may be "80%" and the selection rate of over winning sound B may be "20%".

[0161] In addition, this embodiment employs a "special symbol 2 priority consumption method" that prioritizes consumption of activated reserved balls of the second special symbol over activated reserved balls of the first special symbol, and only activated reserved balls of the second special symbol may be targeted as activated reserved balls for consecutive wins within the reserve. Furthermore, if the game state at the time of the occurrence of a jackpot that triggers the execution of a special game is a specific game state (high base state), and the game state after the end of the special game is also a specific game state (high base state), a reserved consecutive win suggestion effect may be executed in response to an over-winning that occurs during the execution of the special game. Furthermore, assuming that the preceding activated reserved ball is a high-profit jackpot (16R jackpot), if the subsequent activated reserved balls include a specific reserve that will result in a high-profit jackpot (16R jackpot) as the earliest specific reserve, a reserved consecutive win suggestion effect may be executed in response to an over-winning that occurs during the execution of the special game. In other words, even if there is a jackpot reserved in the subsequent activation reserve, if the jackpot type related to the jackpot reserved (the earliest jackpot reserved if there are multiple jackpot reserved) is a low-profit jackpot, the reserved lottery suggestion effect may not be executed. In other words, if a reserved lottery suggestion effect occurs during the execution of a special game, it is certain that a high-profit jackpot (16R jackpot) will result in a lottery within the reserved lottery.

[0162] In addition, as a modification of this embodiment, the over-winning effect may suggest the possibility of winning a special jackpot in addition to the occurrence of an over-winning. In other words, the over-winning effect and the special jackpot suggestion effect may be used together. The special jackpot suggestion effect is an effect that suggests that the type of jackpot that triggered the execution of the currently running special game is a specific jackpot (a special jackpot), that is, that the game will transition to a special jackpot state after the special game ends. In this modification, for example, multiple types of over-winning sounds A to C are set, and if the jackpot type won this time is a normal jackpot, the selection rate for over-winning sound A is "70%," the selection rate for over-winning sound B is "30%, and the selection rate for over-winning sound C is "0%." Furthermore, if the jackpot type won this time is a special jackpot, the selection rate for over-winning sound A is "10%, the selection rate for over-winning sound B is "30%, and the selection rate for over-winning sound C is "60%." In other words, the probability of winning (probability of transition to the probability game state) increases by one step in the order of "Over Winning Sound A" < "Over Winning Sound B" < "Over Winning Sound C." As a further modification, the over winning sound may be configured to indicate the number of electric supports to be given after the special game ends, rather than the probability of winning.

[0163] <A-3. Count-up effect for the big prize slot> The large prize opening count-up effect is an effect in which, when a game ball enters the large prize opening 54 during the execution of a special game during a consecutive win, the value of the cumulative number of prize balls displayed in the cumulative prize ball number display area 733 is added to the value of the cumulative number of prize balls displayed in the cumulative prize ball number display area 733, and the value of the number of prize balls (unit number of prize balls) paid out based on the game ball entering the large prize opening 54. In this embodiment, since the specification is such that "15" prize balls are paid out when one game ball enters the large prize opening 54 (the unit number of prize balls for the large prize opening 54 is 15), when a game ball enters the large prize opening 54, the value of the cumulative number of prize balls displayed in the cumulative prize ball number display area 733 is updated in units of "15". The special game effect control means 227 is also provided with a cumulative prize ball counter for counting the cumulative number of prize balls, and each time a game ball enters the special prize opening 54 (each time a special prize opening entry command is received from the main control board 100), "15", which is the unit prize ball number for the special prize opening 54, is added to the count value of the cumulative prize ball counter, and a special prize opening count-up effect is performed in which "15" is added to the value of the cumulative prize ball number displayed in the cumulative prize ball number display area 733 accordingly. This special prize opening count-up effect is an effect that is executed regardless of whether the game balls entering the special prize opening 54 are within the specified count number or exceed the specified count number.

[0164] FIG. 20 is a schematic diagram showing an example of a series of large prize slot count-up effects. As shown in FIG. 20, the large prize slot count-up effect is an effect in which, when a game ball enters the large prize slot 54, the number of prize balls awarded based on the game ball entering the large prize slot 54 is added in a count-up manner by "1" to the cumulative prize ball count displayed in the cumulative prize ball count display area 733. In the illustrated example, the cumulative prize ball count is displayed as "7000" → "7001" → ... → "7014" → "7015". Note that FIG. 20 shows the flow of the large prize slot count-up effect when an over-winning effect occurs. After the over-winning effect is performed at (A) in the figure, the large prize slot count-up effect is performed at (B) to (E) in the figure. 20 shows the large prize entry port count-up effect when an over-entry effect is performed, but the large prize entry port count-up effect is also performed not only when an over-entry effect is performed but also when game balls enter within a specified count number. Also, if an over-entry occurs while a large prize entry port count-up effect corresponding to a game ball entering within a specified count number (particularly a large prize entry port count-up effect corresponding to the specified count number, i.e., the 10th count) is being performed and the count-up for 15 balls has not yet been completed, it is desirable to configure the large prize entry port count-up effect corresponding to the over-entry effect to start after all the count-ups for the large prize entry port count-up effects that have not yet been completed for 15 balls have been completed (after the count-up for 15 balls has been completed).Here, if the over-entry is detected just before the end of the interval period (detection grace period), the large prize entry slot count-up performance corresponding to the over-entry will overlap with the execution period of the next round (the next round that starts after the interval period has elapsed). However, even if a ball enters large prize entry slot 54 during the execution of the large prize entry slot count-up performance corresponding to the over-entry that is being executed during the execution of the next round (the next round that starts after the interval period has elapsed), if the timing of the ball entry occurs while the large prize entry slot count-up performance corresponding to the over-entry is being executed and 15 balls have not yet been counted up, it is desirable that the large prize entry slot count-up performance corresponding to a win at large prize entry slot 54 in the next round will start after all 15 balls have been counted up (after 15 balls have been counted up) for the large prize entry slot count-up performance that has not yet completed 15 balls has been counted up.

[0165] As a modified example of this embodiment, when an over-winning occurs during the execution of a special game, an over-winning effect may be executed, but the number of prize balls awarded based on the over-winning may not be added to the cumulative number of prize balls. In other words, the cumulative number of prize balls may be configured to include the number of prize balls awarded based on game balls entering the large prize opening 54 within a specified count, but not to include the number of prize balls awarded based on game balls entering the large prize opening 54 in excess of the specified count.

[0166] Also, as a modification of the present embodiment, during the execution of a special game that is performed when a jackpot occurs (when the result of the winning / losing determination of the first special symbol is a jackpot in the normal game state), even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed. Also, as types of special games, there are a high-profit special game (e.g., 16R special game) and a low-profit special game (e.g., 4R special game). During the execution of the high-profit special game, when an over-win exceeding the specified count number occurs, the over-win performance is executed, and during the execution of the low-profit special game, even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed. Also, as types of round games, there are a long-open round game in which the maximum opening time of the big winning opening 54 is set to an opening time (e.g., 29 seconds) during which a game ball can enter or easily enter within the specified count number (full count), and a short-open round game in which the maximum opening time of the big winning opening 54 is set to an opening time (e.g., 2 seconds) during which a game ball can enter or easily enter within the specified count number (full count). During the execution of the long-open round game, when an over-win exceeding the specified count number occurs, the over-win performance is executed, and during the execution of the short-open round game, even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed. Also, during the execution of a special game that is performed when winning a specific jackpot (probability-variable jackpot), when an over-win exceeding the specified count number occurs, the over-win performance is executed, and during the execution of a special game that is performed when winning a normal jackpot (non-probability-variable jackpot), even if an over-win exceeding the specified count number occurs, the over-win performance may not be executed.

[0167] <B. General winning opening winning performance> The general winning opening winning performance is a performance executed triggered by a game ball winning in the general winning opening 64. The general winning opening winning performance includes a general winning opening normal winning performance and a general winning opening count-up performance.

[0168] ≪B-1. General winning opening normal winning performance≫ The normal winning effect for the general winning port (also referred to as the "bonus winning effect") is an effect that suggests or notifies that a gaming ball has won a general winning port 64. In the following, the winning of a gaming ball into the general winning port 64 while a special game is being played is also referred to as a "bonus winning," but the winning of a gaming ball into the general winning port 64 when a special game is not being played (non-special game state) may also be referred to as a "bonus winning."

[0169] The types of bonus winning effects include a bonus winning image display effect and a bonus winning sound output effect. FIG. 21 is a schematic diagram showing an example of the bonus winning effect of this embodiment. As a modified example, the bonus winning effect may include only a bonus winning image (without a bonus winning sound), or only a bonus winning sound (without a bonus winning image). This bonus winning effect is configured to be executed even during a round game or while the large prize opening 54 is closed during a jackpot (during an interval period), and is configured to be executed simultaneously with the over prize effect if the large prize opening 54 is closed during a jackpot (during an interval period).

[0170] The bonus winning image display effect is an effect that displays an image (referred to as a "bonus winning image") that suggests that a bonus winning has occurred. In this embodiment, as shown in FIG. 21, a bonus winning image with the characters "+3pt" is displayed in the prize ball acquisition display area 732 on the screen as a bonus winning image, suggesting that "3" prize balls have been acquired based on the occurrence of a bonus winning. This allows the player to intuitively understand that a bonus winning has occurred.

[0171] The bonus winning sound output effect is an effect in which a sound ("bonus winning sound") indicating that a bonus winning has occurred is output from the speaker 11. In this embodiment, as shown in FIG. 21, a "beep" sound effect is output from the speaker 11 to indicate that a bonus winning has occurred.

[0172] As a modification of this embodiment, multiple bonus winning effect patterns may be provided. That is, multiple bonus winning images or multiple bonus winning sounds may be prepared, and one of the bonus winning images and bonus winning sounds may be selected by a lottery when a bonus winning occurs. In this case, depending on the type of bonus winning image or bonus winning sound, a hold consecutive suggestion, a probability variation suggestion, a number of rounds suggestion, etc. may be performed. For example, there is only one type of bonus winning image, "+3pt," while the bonus winning sounds include "beep," "gachan," "ching," and "boom." Among these, when the bonus winning sound "boom" occurs, (1) the effect may also serve as an indication of a series of pending wins, (2) it may also serve as an indication that the currently occurring jackpot is a guaranteed jackpot, or (3) it may also serve as an indication that the currently occurring jackpot is a 16R jackpot rather than a 4R jackpot.

[0173] More specifically, as a modified example of this embodiment, a configuration may be adopted in which multiple types of bonus winning sounds are set, and in addition to indicating the occurrence of a bonus winning, the configuration may suggest the possibility of a consecutive win within the reserved lottery depending on the type of bonus winning sound (i.e., the bonus winning effect and the consecutive win suggestion effect are used together). In this modified example, the multiple types of bonus winning sounds are bonus winning sound A (a "beep" sound effect) and bonus winning sound B (a "boom" sound effect). Then, if there is no reserved jackpot when a bonus winning occurs (if consecutive wins within the reserved lottery have not been achieved), the selection rate of bonus winning sound A is "100%" and the selection rate of bonus winning sound B is "0%". On the other hand, if there is a reserved jackpot when a bonus winning occurs (if consecutive wins within the reserved lottery have been achieved), the selection rate of bonus winning sound A is "0%" and the selection rate of bonus winning sound B is "100%". In other words, bonus winning sound A is a normal sound that indicates that a bonus winning has occurred and that consecutive wins within the reserved balls have not been achieved. Bonus winning sound B is a special sound that indicates that a bonus winning has occurred and that consecutive wins within the reserved balls have been achieved. Also, if a jackpot is reserved when a bonus winning has occurred (if consecutive wins within the reserved balls have been achieved), the selection rate of bonus winning sound A may be "80%," and the selection rate of bonus winning sound B may be "20%." Note that, in the modified example, an example was given of a case where the consecutive win suggestion effect within the reserved balls was applied to the bonus winning sound output effect, but the consecutive win suggestion effect within the reserved balls may also be applied to the bonus winning image display effect (for example, if "+3pt" is displayed in black letters as the bonus winning image display effect, it may be possible to specify that consecutive wins within the reserved balls have not been achieved or are unlikely to be achieved, but if it is displayed in gold letters, it may be specified that consecutive wins within the reserved balls have been achieved or are likely to be achieved).In addition, in the above modified example, the bonus winning sound B was explained as a hold consecutive indication, but the bonus winning sound B may also be specified to have the role of a probability variable indication or a round number indication. In that case, depending on whether the currently executed jackpot is a normal jackpot or a specific jackpot (probability variable jackpot), the selection rate of the bonus winning sound A and B is changed. In the case of a normal jackpot, the selection rate of the bonus winning sound A is "100%" and the selection rate of the bonus winning sound B is "0%", while in the case of a specific jackpot (probability variable jackpot), the selection rate of the bonus winning sound A is "0%" and the selection rate of the bonus winning sound B is "100%". The selection rates for bonus winning sound A and B may be "100%", or the selection rate for bonus winning sound A may be "80%" and the selection rate for bonus winning sound B may be "20%". Depending on whether the currently executing jackpot is a 4R jackpot or a 16R jackpot, the selection rates for bonus winning sound A and B may be "100%" and "0%" for a 4R jackpot, while in the case of a 16R jackpot, the selection rate for bonus winning sound A may be "0%" and the selection rate for bonus winning sound B may be "100%," or the selection rate for bonus winning sound A may be "80%" and the selection rate for bonus winning sound B may be "20%".

[0174] In addition, this embodiment employs a "special symbol 2 priority consumption method" that prioritizes consumption of activated reserved balls of the second special symbol over activated reserved balls of the first special symbol, and only activated reserved balls of the second special symbol may be targeted as activated reserved balls for consecutive wins within the reserve. Furthermore, if the game state at the time of the occurrence of a jackpot that triggers the execution of a special game is a specific game state (high base state), and the game state after the end of the special game is also a specific game state (high base state), a reserved consecutive win suggestion effect may be executed in response to a bonus win that occurs during the execution of the special game. Furthermore, assuming that the preceding activated reserved ball is a high-profit jackpot (16R jackpot), if the subsequent activated reserved balls include a specific reserve that will result in a high-profit jackpot (16R jackpot) as the earliest specific reserve, a reserved consecutive win suggestion effect may be executed in response to a bonus win that occurs during the execution of the special game. In other words, even if there is a jackpot reserved in the subsequent activation reserve, if the jackpot type related to the jackpot reserved (the earliest jackpot reserved if there are multiple jackpot reserved) is a low-profit jackpot, the reserved lottery suggestion effect may not be executed. In other words, if a reserved lottery suggestion effect occurs during the execution of a special game, it is certain that a high-profit jackpot (16R jackpot) will result in a lottery within the reserved lottery.

[0175] In addition, as a modification of this embodiment, the bonus winning effect may suggest the possibility of winning a special jackpot in addition to the occurrence of a bonus winning. In other words, the bonus winning effect and the special jackpot suggestion effect may be used together. The special jackpot suggestion effect is an effect that suggests that the type of jackpot that triggered the execution of the currently running special game is a specific jackpot (special jackpot), that is, that the game will transition to a special jackpot state after the special game ends. In this modification, for example, multiple types of bonus winning sounds A to C are set, and if the type of jackpot won this time is a normal jackpot, the selection rate of bonus winning sound A is "70%", the selection rate of bonus winning sound B is "30%, and the selection rate of bonus winning sound C is "0%". Also, if the jackpot type won this time is a specific jackpot, the selection rate for bonus winning sound A is "10%", the selection rate for bonus winning sound B is "30%, and the selection rate for bonus winning sound C is "60%". In other words, the probability of probability change (expectation of transition to probability change game state) increases by one level in the order of "bonus winning sound A" < "bonus winning sound B" < "bonus winning sound C". In addition, as a further variation, the bonus winning sound may be configured to indicate the number of electric supports to be granted after the special game ends, rather than the probability of probability change expectation.

[0176] <<General prize slot count-up effect>> The general prize opening count-up effect is an effect in which, when a game ball enters a general prize opening 64 during the execution of a special game in a winning streak, the cumulative number of prize balls displayed in the cumulative prize ball number display area 733 is added to the number of prize balls (unit prize ball number) paid out based on the game ball entering the general prize opening 64. In this embodiment, since the specification is such that "three" prize balls are paid out when one game ball enters the general prize opening 64 (the unit prize ball number of the general prize opening 64 is three), when a game ball enters the general prize opening 64, the cumulative number of prize balls displayed in the cumulative prize ball number display area 733 is updated in units of "three". Furthermore, as mentioned above, the special game presentation control means 227 is equipped with a cumulative prize ball counter for counting the cumulative number of prize balls, and each time a game ball enters the general prize opening 64 (each time a general prize opening entry command is received from the main control board 100), "3", which corresponds to the unit prize ball number of the general prize opening 64, is added to the count value of the cumulative prize ball counter, and accordingly, a general prize opening count-up presentation is performed in which "3" is added to the value of the cumulative prize ball number displayed in the cumulative prize ball number display area 733.

[0177] Here, Fig. 22 is a schematic diagram showing an example of a continuous display of the general winning port count-up effect. As shown in Fig. 22, the general winning port count-up effect is an effect in which, when a gaming ball enters a general winning port 54, the value of the unit prize ball number awarded based on the gaming ball entering the general winning port 64 is added in a count-up manner by "1" to the current value of the cumulative prize ball number displayed in the cumulative prize ball number display area 733. In the illustrated example, the value of the cumulative prize ball number is displayed as "8000" → "8001" → "8002" → "8003" and counted up one by one.

[0178] The general prize winning effect (bonus prize winning effect, general prize winning effect) is performed when a game ball enters the general prize winning effect 64 located in the right area PA2 among the multiple general prize winning effects 61-64 during the execution of a special game. Therefore, even if a game ball enters the general prize winning effect 61-63 located in the left area PA1 among the multiple general prize winning effects 61-64 during the execution of a special game, the general prize winning effect is not performed. However, when a game ball enters one of the general prize winning effects 61-64 during the execution of a special game, prize balls (3 balls) based on the game ball entering the general prize winning effect 61-64 are paid out regardless of the type of general prize winning effect 61-64 (whether or not the general prize winning effect is executed).

[0179] In this embodiment, each time a bonus win occurs, the number of prize balls (unit prize ball number) awarded by that bonus win is added to the cumulative prize ball number and displayed, but this configuration is not limited to this, and the number of prize balls based on all bonus wins that occur during the execution of one round of play (unit prize ball number x number of bonus wins during one round of play) may be configured to be added to the cumulative prize ball number at the end of that round of play, or the number of prize balls based on all bonus wins that occur during the execution of one special game (unit prize ball number x number of bonus wins during one special game) may be configured to be added to the cumulative prize ball number at the end of the final round of play or the end of that special game.

[0180] Furthermore, in this embodiment, a board configuration is adopted in which the general winning opening 64 is located upstream of the second starting opening 51, but this is not limited to this configuration, and a board configuration in which the general winning opening 64 is located downstream of the second starting opening 51 may also be adopted. In that case, the general winning opening 64 may be located upstream of the large winning opening 54, or the general winning opening 64 may be located downstream of the large winning opening 54.

[0181] As a modification of this embodiment, the general winning opening 64 may also serve as the operating opening (operating gate 53) that triggers the execution of the normal symbol lottery. In other words, when a game ball enters the general winning opening 64, a normal symbol lottery is executed to determine whether or not the second starting opening 52 is opened, and a predetermined number of prize balls (for example, one or two) may be paid out.

[0182] Furthermore, as described above, the general prize slot winning effects (bonus prize effects, general prize slot count-up effects) are effects that are triggered when a game ball enters the general prize slot 64 when the currently executing game state is a special game state, and therefore, when the currently executing game state is a non-special game state, the general prize slot winning effects (bonus prize effects, general prize slot count-up effects) will not be performed even if a game ball enters the general prize slot 64. In other words, even if the currently executing game state is a game state in which the variable display of the first special symbol is the main focus of the game (non-electric support state), or even if the currently executing game state is a game state in which the variable display of the second special symbol is the main focus of the game (electric support state), the general prize slot winning effects (bonus prize effects, general prize slot count-up effects) will not be performed when a game ball enters the general prize slot 64. In addition, when the currently running game state is a game state (electric support state) in which the variable display of the second special symbol is the main play, assuming that the consecutive win state is still continuing, the cumulative number of prize balls acquired in the special game during the consecutive win state (the cumulative number of prize balls at the end of the most recent special game) is displayed in the cumulative prize ball number display area 733 on the screen. However, in this electric support state, only the cumulative number of prize balls acquired in the special game during the consecutive win state is displayed, and even if a game ball enters the general prize winning slot 64, the number of prize balls is not added to the cumulative number of prize balls (the general prize winning slot count-up effect is not performed), and the value of the cumulative prize ball number does not change (the cumulative number of prize balls at the end of the most recent special game is maintained).

[0183] Also, during the execution of a special game that is executed when an initial win occurs (the result of the hit / miss determination of the first special symbol in the normal game state is a jackpot), the bonus winning effect may not be executed even if a gaming ball enters the general winning port 64. Also, the types of special games may include a high-profit special game (for example, a 16R special game) and a low-profit special game (for example, a 4R special game), and the bonus winning effect may be executed when a gaming ball enters the general winning port 64 during the execution of a high-profit special game, and the bonus winning effect may not be executed even if a gaming ball enters the general winning port 64 during the execution of a low-profit special game. In addition, the types of round games include a long-open round game in which the maximum opening time of the large prize opening 54 is set to an opening time (for example, 29 seconds) that allows or makes it easy for game balls to enter a specified count number (full count), and a short-open round game in which the maximum opening time of the large prize opening 54 is set to an opening time (for example, 2 seconds) that allows or makes it easy for game balls to enter a specified count number (full count), and the game may be configured so that when a long-open round game is being played, a bonus prize presentation is executed when a game ball enters the general prize opening 64, and when a short-open round game is being played, no bonus prize presentation is executed even if a game ball enters the general prize opening 64. In addition, during the execution of a special game that is played when a specific jackpot (a special jackpot) is won, a bonus winning effect is executed when a game ball enters the general winning port 64, and during the execution of a special game that is played when a normal jackpot (a non-special jackpot) is won, the bonus winning effect may not be executed even if a game ball enters the general winning port 64.

[0184] <Other features of the prize-winning effects> Next, other features of the special prize slot winning effect and the general prize slot winning effect of this embodiment will be described. Note that since the special prize slot count-up effect and the general prize slot count-up effect are effects for the same display object (the cumulative number of prize balls displayed in the cumulative prize ball number display area 733), hereinafter, the special prize slot count-up effect and the general prize slot count-up effect may be collectively referred to simply as "count-up effect."

[0185] <Count-up performance time> In this embodiment, the time required to count up one prize ball (the time required to count up from "N" to "N+1") is set to "0.03 seconds." In other words, the value of the cumulative number of prize balls displayed in cumulative prize ball count display area 733 is counted up in increments of "0.03 seconds." Therefore, the execution time of the special prize slot count-up effect is derived by multiplying the time required to count up one prize ball by the value of the number of prize balls (unit number of prize balls) awarded when one game ball enters special prize slot 54, and the execution time of the special prize slot count-up effect is "15 (unit number of prize balls) x 0.03 seconds (count-up interval) = 0.45 seconds." Similarly, the general prize slot count-up effect is derived by multiplying the time value required to count up one prize ball by the value of the number of prize balls (unit number of prize balls) awarded when one game ball enters general prize slot 64, and the execution time of the general prize slot count-up effect is "3 (unit number of prize balls) x 0.03 seconds (count-up interval) = 0.09 seconds." For convenience, below, the execution time of the special prize slot count-up effect (the time value from the start to the end of one special prize slot count-up effect) will be abbreviated as "count-up effect time A," and the execution time of the general prize slot count-up effect (the time value from the start to the end of one general prize slot count-up effect) will be abbreviated as "count-up effect time B." Here, the regular big prize winning presentation, the over prize winning presentation and the bonus prize winning presentation are configured not to be executed during the big win start demo and the big win end demo even when a special game is being played, and therefore the big prize winning presentation and the regular big prize winning presentation are also configured not to be executed during the big win start demo and the big win end demo even when a special game is being played.

[0186] (Count-up performance time A relationship 1) The count-up effect time A is set shorter than the interval time (also referred to as the "interval period") set after the end of each round of play. The interval time is the waiting time set between each round of play or between the final round of play and the jackpot end demo, and is the round play waiting time (unit game waiting time) or end demo waiting time, which is the period during which the special prize opening 54 remains closed from the start of its closing operation. In this embodiment, the interval time is set to "2 seconds" for all rounds of play. In this embodiment, by configuring the count-up effect time A (0.45 seconds) to be shorter than the interval time (2 seconds), even if a special prize opening count-up effect is performed based on a game ball entering the special prize opening 54 just before the end of a certain round of play, the special prize opening count-up effect will be completed within the interval time after the end of that round of play. Therefore, it is possible to reduce the possibility that the big prize slot count-up effect will extend beyond the interval period and continue until the next round of play or the big prize end demo (if an over-win occurs, there is a possibility that the interval period will be exceeded), and it is possible to clearly define the division between each round of play or the division between the final round of play and the big prize end demo.

[0187] (Count-up performance time A relationship 2) The count-up effect time A is set to be shorter than the execution time of the jackpot end demo. As mentioned above, the count-up effect time A is set to "0.45 seconds," and the execution time of the jackpot end demo is set to "20 seconds" for all jackpot types (jackpot in-game effects). The execution time of the jackpot end demo is the waiting time from when the interval time after the end of the final round of special play has elapsed until the end of the special play. In other words, the execution time of the jackpot end demo does not include the interval time set after the end of the final round of play. In other words, the interval time after the end of the final round of play is set as the remaining time (grace time) of that round of play during which it is possible that a game ball will effectively be detected entering the large prize opening 54 (i.e., it will be detected as a target for prize ball payout, and will not be judged as an illegal entry), but the execution time of the jackpot end demo is set as the preparation time for the game (presentation mode) after the end of the special game that is separated from that round of play, during which it is not possible that a game ball will effectively be detected entering the large prize opening 54. In this embodiment, the count-up effect time A (0.45 seconds) is configured to be shorter than the execution time (20 seconds) of the jackpot end demo. Therefore, even if the jackpot end demo is performed based on a game ball entering the jackpot entry slot 54 near the end of the final round of play, or even if an over-entry occurs in the final round of play, or even after the jackpot entry slot 54 closes after the final round of play (even during the jackpot end demo period), the jackpot entry slot count-up effect will be completed within the jackpot end demo period. Therefore, the jackpot entry slot count-up effect will not extend beyond the jackpot end demo period and extend into the variable display after the special game ends, clearly defining the boundary between the end of the special game and the start of the variable display for the first spin. Alternatively, the entry of a game ball into the jackpot entry slot 54 may be effectively detected during at least a portion of the execution time of the jackpot end demo.

[0188] (Count-up performance time A relationship 3) In this embodiment, when a specified number of game balls enter the large prize opening 54 in one round of play, the total time of the count-up presentation time A for the specified number of game balls in this one round of play (large prize opening count-up presentation for the number of prize balls that can be obtained in one round of play) is configured to be shorter than the execution time of the jackpot end demo. Specifically, the total time of the count-up presentation time A for the specified number of game balls is "0.45 seconds (count-up presentation time A) x 10 balls (specified count number) = 4.5 seconds." Meanwhile, as mentioned above, the execution time of the jackpot end demo is set to "20 seconds" in common for all jackpot types (jackpot in-play presentations). In this embodiment, the total time (4.5 seconds) of the count-up effect time A for the specified number of counts is configured to be shorter than the execution time (20 seconds) of the jackpot end demo. Therefore, even if the jackpot end demo is performed multiple times in succession based on multiple game balls consecutively entering the jackpot end demo 54 just before the end of the final round of play, and even if the jackpot end demo 54 is closed after the final round of play (even during the jackpot end demo period), if the jackpot end demo is specified to perform the jackpot end demo 54, the jackpot end demo 54 will be completed within the jackpot end demo period. Therefore, the jackpot end demo 54 will not be performed beyond the jackpot end demo period and before the variable display after the special game ends, and the division between the end of the special game and the start of the variable display for the first spin can be clearly defined.

[0189] Incidentally, even when more game balls than the specified count number enter the special prize opening 54 in one round of play (when an over-winning occurs), it is preferable that the total time of the count-up presentation time A for the cumulative number of counts in this one round of play (specified count number + over-winning number) be set shorter than the execution time of the jackpot end demo. In other words, by setting the total time of the count-up presentation time A for the specified number of counts in one round of play plus the total time of the count-up presentation time A for the number of over-winning numbers to be shorter than the execution time of the jackpot end demo after the end of that round of play, if the special prize opening count-up presentation is performed even after the special prize opening 54 is closed after the final round of play (even during the jackpot end demo period), it is preferable that even when an over-winning occurs, the special prize opening count-up presentation be ended within the execution time of the jackpot end demo, thereby clearly defining the boundary between the end of the special game and the start of the variable display. The number of over wins is indefinite as it depends on the progress of the game (the status of the game balls being launched and the status of the game balls flowing down), but even if we assume that there are 10 balls, which is the same number as the specified count number, it is desirable to satisfy the above relationship (in that case, the total time of count-up performance time A for the specified count number in one round of play plus the total time of count-up performance time A for the number of over wins will be 4.5 seconds + 4.5 seconds, which is 9 seconds, which is shorter than the 20 seconds that the jackpot end demo will take to run), and so it is configured in this way.

[0190] (Count-up performance time A relationship 4) As a modified example of this embodiment, when a specified number of game balls enter the large prize opening 54 in one round of play, the total time of the count-up effect time A for the specified number of game balls in this one round of play may be configured to be shorter than the interval time after the end of the round of play. In this modified example, the total time of the count-up effect time A for the specified number of game balls is "0.45 seconds (count-up effect time A) x 10 balls (specified number of game balls) = 4.5 seconds." Meanwhile, the interval time after the end of each round of play is set to "6 seconds," which is longer than the interval time (2 seconds) in the above embodiment, and is common to all rounds of play. In this modified example, the total time (4.5 seconds) of the count-up effect time A for the specified number of counts is configured to be shorter than the interval time (6 seconds), so that even if multiple game balls consecutively enter the big prize 54 just before the end of a certain round of play, causing multiple big prize slot count-up effects to be performed in succession, the big prize slot count-up effect will be completed within the interval time after the end of that round of play. Therefore, the big prize slot count-up effect will not be performed beyond the interval period and spanning into the next round of play or the big prize end demo, making it possible to clearly define the division between each round of play or the division between the final round of play and the big prize end demo.

[0191] Incidentally, even in the case where the number of game balls entering the special prize opening 54 exceeds the specified count number and only one ball enters (when only one over-winning ball occurs) in one round of play, it is preferable that the total time of the count-up presentation time A for the cumulative number of counts in this one round of play (specified count number + 1 over-winning ball) be set shorter than the interval time after the end of the round of play. In other words, by setting the total time of the count-up presentation time A for the specified number of counts in one round of play plus the count-up presentation time A for one over-winning ball (4.5 seconds + 0.45 seconds = 4.95 seconds) to be shorter than the interval time after the end of that round of play (6 seconds), it is preferable that even when an over-winning ball occurs, the special prize opening count-up presentation be completed within the interval period, thereby clearly defining the division between rounds of play.

[0192] (Count-up performance time A 5) As a modified example of this embodiment, when a specified number of game balls (full count) enter the jackpot entry port 54 in all rounds of a single special game, the total time of the count-up effect time A for the full count number (specified number of rounds × specified count number) occurring during the execution of this special game may be configured to be shorter than the execution time of the jackpot end demo. In this modified example, when the specified number of rounds in a single special game is the maximum number of rounds (16 rounds), if game balls enter the jackpot entry port the specified number of counts (10 balls) in all rounds of the game, a total of 160 jackpot entry port count-up effects will be executed. Therefore, the total time of the count-up effect time A for all counts is "0.45 seconds (count-up effect time A) × 10 balls (specified count number) × 16 rounds (specified number of rounds) = 72 seconds." Meanwhile, in this modified example, the execution time of the jackpot end demo is set to "120 seconds" for all jackpot types (jackpot during effects). In this modified example, the total time (72 seconds) of the count-up performance time A for all counts in one special game is configured to be shorter than the execution time (120 seconds) of the jackpot end demo. Therefore, if the large prize entry port count-up performance is performed even after the large prize entry port 54 is closed after the final round of play (even during the jackpot end demo period), even if the execution of the large prize entry port count-up performance is delayed during the round play or interval period due to consecutive game balls entering the large prize entry port 54, it is guaranteed that all large prize entry port count-up performances will be completed at least by the end of the jackpot end demo, making it possible to smoothly proceed with the performance during the jackpot.

[0193] <<Priority of the first and second big prize slot count-up effects>> FIG. 23 is a time chart explaining the priority of the special prize opening count-up effects. As shown in FIG. 23, if multiple game balls (two game balls in the illustrated example) enter the special prize opening 54 consecutively during a certain round of play, two special prize opening count-up effects will be executed based on the consecutive entries. Specifically, when the execution condition for the special prize opening count-up effect is met by the first game ball entering the special prize opening 54, the previous special prize opening count-up effect will be executed. Similarly, when the execution condition for the special prize opening count-up effect is met by the second game ball entering the special prize opening 54, the subsequent special prize opening count-up effect will be executed. The execution condition for the special prize opening count-up effect is a condition for starting the execution of the special prize opening count-up effect, and is met when a game ball enters the special prize opening 54 during the execution of a special game (when the entry of a game ball is detected by the special prize opening switch 541). At this time, if the execution condition for the later special prize slot count-up effect is met during the execution of the earlier special prize slot count-up effect, the execution of the earlier special prize slot count-up effect is not interrupted midway, and the execution of the later special prize slot count-up effect is started after the execution of the earlier special prize slot count-up effect has finished. In other words, in this embodiment, of the two later special prize slot count-up effects, the priority of the earlier special prize slot count-up effect is set higher than the priority of the later special prize slot count-up effect, and the execution of the later special prize slot count-up effect is not started before the execution of the earlier special prize slot count-up effect has finished, and the execution of the later special prize slot count-up effect is started after the execution of the earlier special prize slot count-up effect has finished. Note that, when the execution of the later special prize slot count-up effect is started after the execution of the earlier special prize slot count-up effect has finished, it is preferable to connect the earlier special prize slot count-up effect and the later special prize slot count-up effect continuously (seamlessly) to perform two consecutive large prize slot count-ups.However, as a variant, after the execution of the first special prize slot count-up effect has finished, a predetermined time (a very short time) may elapse before the execution of the second special prize slot count-up effect begins, thereby clearly separating the first special prize slot count-up effect from the second special prize slot count-up effect. While the special prize slot count-up effect has been described here, the general prize slot count-up effect may also be configured in a similar manner. If the execution conditions for the second special prize slot count-up effect are met during the execution of the first special prize slot count-up effect, it is preferable to configure the execution of the second special prize slot count-up effect to begin after the execution of the first special prize slot count-up effect has finished, without terminating the execution of the first special prize slot count-up effect. Furthermore, if the execution conditions for the second special prize slot count-up effect are met during the execution of the first special prize slot count-up effect, it is preferable to configure the execution of the second special prize slot count-up effect to begin after the execution of the first special prize slot count-up effect has finished, without terminating the execution of the first special prize slot count-up effect. Furthermore, if the conditions for executing the subsequent large prize slot count-up effect are met while the previous general prize slot count-up effect is being executed, it is preferable to configure the subsequent large prize slot count-up effect to begin execution after the previous general prize slot count-up effect has finished, without interrupting the execution of the previous general prize slot count-up effect.

[0194] As a modification of this embodiment, if the execution conditions for a later special prize slot count-up effect are satisfied during the execution of a previous special prize slot count-up effect, the execution of the previous special prize slot count-up effect may be interrupted and the execution of the next special prize slot count-up effect may be initiated. In other words, the priority of the later special prize slot count-up effect is set higher than the priority of the previous special prize slot count-up effect. In this case, it is preferable that, when the execution of the previous special prize slot count-up effect is interrupted, the count value is forcibly switched to the final value of the previous special prize slot count-up effect or the initial value of the later special prize slot count-up effect, and the later special prize slot count-up effect is initiated from that point. While this modification describes the special prize slot count-up effect, the general prize slot count-up effect may also be configured to have a similar specification. If the execution conditions for the later special prize slot count-up effect are satisfied during the execution of the previous general prize slot count-up effect, the execution of the previous general prize slot count-up effect may be interrupted and the execution of the next general prize slot count-up effect may be initiated. Furthermore, if the execution conditions for the subsequent general prize slot count-up effect are satisfied during the execution of the previous special prize slot count-up effect, the execution of the previous special prize slot count-up effect may be interrupted and the execution of the next general prize slot count-up effect may be started. Furthermore, if the execution conditions for the subsequent special prize slot count-up effect are satisfied during the execution of the previous general prize slot count-up effect, the execution of the previous general prize slot count-up effect may be interrupted and the execution of the next special prize slot count-up effect may be started.

[0195] (Emphasis on cumulative winning balls) FIG. 24 is a schematic diagram illustrating the highlighting effect of this embodiment. (A) in the figure shows a case where an over-winning effect is executed during the execution of the highlighting effect, and (B) in the figure shows a case where a bonus winning effect is executed during the execution of the highlighting effect. In this embodiment, when the cumulative number of prize balls during a winning streak reaches a predetermined specific value, triggered by a game ball entering the large prize winning slot 54 or the regular prize winning slot 64 during the execution of a special game, a highlighting effect is executed to notify the player that the cumulative number of prize balls has reached the specific value. The specific value is a multiple of the predetermined number of prize balls (10,000). In other words, the highlighting effect is executed each time the current cumulative number of prize balls reaches a multiple of the predetermined number of prize balls (10,000, 20,000, 30,000, etc.). Therefore, the highlighting effect may be referred to as a specific value reaching effect, and the highlighting display may be referred to as a specific value corresponding display. In this embodiment, even if the cumulative number of winning balls reaches a specific value as a result of an over-winning or bonus winning, an emphasis effect is executed, and in that case, the emphasis effect and the over-winning or bonus winning effect are executed in tandem.

[0196] As shown in Figure 24, the types of highlighting effects include a highlighting effect in which a specific value reached by the cumulative number of winning balls (in the illustrated example, "20,000 points") is enlarged and displayed in a highlighting area 735 in the center of the screen, and a highlighting sound output effect in which a special sound (in the illustrated example, the sound "In top form") is output from the speaker 11.

[0197] The highlighting of the specific value continues for a predetermined time (e.g., 5 seconds). Even if the cumulative prize ball count display is updated (added) during that time due to a game ball entering the special prize slot 54 or the general prize slot 64, the highlighting is not updated (added). The display priority of each layer increases in the following order: "Cumulative Prize Ball Count Display" < "Highlighted Display" < "Round Display." A "layer" refers to each layer in a hierarchical structure that defines the display priority of each image constituting the overall image. Layers with higher display priority are placed in higher layers (forward from the player's perspective), while layers with lower display priority are placed in lower layers (backward from the player's perspective). While FIG. 24 shows the highlighting and cumulative prize ball count display without overlapping, the display area may be enlarged and overlapping to further emphasize the highlighting. In this case, the highlighting may be displayed in front of the cumulative prize ball count display (covering part or all of the cumulative prize ball count display) according to the priority.

[0198] As shown in FIG. 24, the prize ball acquisition display area 732 and the highlight display area 735 are provided as separate and independent display areas. If an over-winning or bonus winning occurs during the highlight display, the highlight image and the over-winning or bonus winning image are displayed simultaneously. When the highlight image and the over-winning or bonus winning image are displayed simultaneously, the highlight image may be given a higher priority than the over-winning or bonus winning image, or the over-winning or bonus winning image may be given a higher priority than the highlight image. In FIG. 24, the highlight image and the over-winning or bonus winning image are shown without being superimposed on each other. However, to further emphasize the highlight image, the display area may be enlarged and superimposed on each other. In this case, the highlight image may be displayed in front of the over-winning or bonus winning image according to the above priority (the highlight image may be displayed covering part or all of the over-winning or bonus winning image).

[0199] Furthermore, if an over-winning sound occurs while a special sound is being output, the over-winning sound or bonus winning sound will be output in overlap with the special sound. When the special sound and the over-winning sound or bonus winning sound overlap, the volume of the over-winning sound or bonus winning sound may be set lower than the volume of the special sound with higher priority, or conversely, the volume of the special sound may be set lower than the volume of the over-winning sound or bonus winning sound with higher priority. In this case, the volume of the sound with lower priority (the lower volume) may be set to essentially "0."

[0200] <Over-winning effect / bonus winning effect when an error occurs> In this embodiment, when various errors occur in the gaming machine, the execution of the over prize effect and the bonus prize effect is controlled depending on the type of error. FIG. 25 is a schematic diagram illustrating the error types of the gaming machine. In this embodiment, the error types that may occur in the gaming machine include "door / frame open error," "magnetic sensor error," "radio wave sensor error," "break / short circuit power supply error," "excessive prize error," and "payout error." Note that the above error types are merely examples, and various error types may be provided depending on the specifications of the gaming machine.

[0201] The door / frame open error occurs when the glass frame 5, front frame 2, or back set board 30 is open relative to the outer frame 1, and there is a break or malfunction in the door open switch that detects the opening of the glass frame 5, the frame open switch that detects the opening of the front frame 2, or the back set open switch that detects the opening of the back set board 30. This door / frame open error is cleared by checking that there are no abnormalities in the gaming machine and closing the glass frame 5, front frame 2, and back set board 30.

[0202] Magnetic sensor errors and radio wave sensor errors occur when the magnetic sensor detects magnetism, when the radio wave sensor detects radio waves, or when the magnetic sensor or radio wave sensor is broken, short-circuited, or malfunctioning. Magnetic sensor errors and radio wave sensor errors are cleared by checking whether there are any abnormalities in the gaming machine and turning the power back on.

[0203] A power supply error occurs when the radio wave sensor or the various switches on the game board are broken, short-circuited, or malfunctioning. The power supply error is cleared by checking whether there are any abnormalities in the gaming machine and then turning the power back on.

[0204] An excessive winning error is an error that occurs when an excessive number of game balls enter a prize slot. The excessive winning error is cleared by checking whether there are any abnormalities in the gaming machine and then turning the power back on. Here, the excessive winning error includes an excessive winning error in the large prize slot 54 (also referred to as an "excessive large prize slot error") and an excessive winning error in the general prize slots 61 to 64 (also referred to as an "excessive general prize slot error"). For example, an excessive large prize slot error is an error that occurs when a predetermined number of game balls (e.g., 30 balls) enter the large prize slot 54 during the execution of one round of play. The general prize opening excess winning error occurs when a predetermined number of game balls (e.g., 30 balls) enter the general prize openings 61-63 per unit time (e.g., 30 seconds), or when a specific number of game balls (e.g., 60 balls) enter the general prize opening 64 per unit time (e.g., 30 seconds). Because the general prize opening 64 is positioned to allow game balls to enter more easily than the general prize openings 61-63, the error determination value (the number of game balls required to determine an error) based on the number of game balls entering the general prize opening 64 per unit time is set to a more generous value. In this embodiment, when a special prize opening excess winning error occurs, or when a ball enters the special prize opening 54 while the special prize opening 54 is not open (during a non-special game), that is, when an abnormal winning event related to the special prize opening 54 is detected (determined to be an abnormal winning event), the external information terminal board 600 outputs an external information signal (security signal) indicating that an error has occurred. On the other hand, when an excessive general prize winning error occurs, that is, when an abnormal prize winning is detected in the general prize winning ports 61 to 64 (when it is determined to be an abnormal prize winning), an external information signal (security signal) indicating that an error has occurred is not output from the external information terminal board 600. The external information signal (external end signal) output by the external information terminal board 600 will be described later.

[0205] A payout error occurs when a problem occurs with the payout of prize balls. Examples of payout errors include a full tank error in which the lower ball tray 9 is full of game balls (the full tank switch is on), a ball jam / clog error in the prize ball payout unit 34, and a no-ball error in which game balls are not replenished from the game island. When a full tank error occurs, two notification levels are set. Notification level 1 is the level when the full tank switch remains on for 30 seconds after being turned on. At notification level 1, only the audio notification "Please remove the balls" is issued. At notification level 1, prize ball payout is not restricted (prize ball payout is not stopped) even if a ball enters the special prize slot 54 or the general prize slots 61-64. If the on state exceeds 30 seconds, the system transitions to alert level 2, and not only is an audio alert issued saying "Please remove the balls," but also an image alert is issued on the effect display device 70, displaying an image encouraging the player to remove the balls from the lower ball tray. Furthermore, even if a ball enters the special prize opening 54 or the general prize openings 61-64, the payout of prize balls is limited (payout of prize balls is stopped). As a variation, only an image alert may be issued at alert level 1, and both an image alert and an audio alert may be issued at alert level 2. In the case of a ball jam / ball jam error in the prize ball payout unit 34, or an out-of-ball error where game balls cannot be replenished from the game island, the payout of prize balls is limited (payout of prize balls is stopped) even if a ball enters the special prize opening 54 or the general prize openings 61-64.

[0206] As shown in Figure 25, various errors are classified into "first error," "second error," and "third error" according to the priority (importance) of the error. First errors are error types with a medium priority (importance) that prohibits or makes it difficult to continue playing. First errors include "door / frame open error." Second errors are error types with a high priority (importance) that prohibits or makes it difficult to continue playing. Second errors include "magnetic sensor error," "radio wave sensor error," "open / short circuit power supply error," and "excessive winning error." Third errors are error types with a low priority (importance) that prohibits or makes it difficult to continue playing. Third errors include "payout error."

[0207] Here, when the above-mentioned error occurs in the gaming machine, various kinds of error notification such as image effects and sound effects are performed, and specifically, the content of the error is displayed on the screen of the effect display device 70, and an error notification sound is output at an error volume from the speaker 11. Note that as a modified example of the error notification, the effect lamp LP may be configured to flash at an error brightness.

[0208] In this embodiment, when a gaming machine experiences a first error (door / frame open error), even if an over-winning or bonus winning occurs, a portion of the over-winning effect or a portion of the bonus winning effect is not executed. That is, when a first error occurs in a gaming machine, the execution of the over-winning image display effect and the bonus winning image display effect among the over-winning and bonus winning effects is permitted, but the execution of the over-winning sound output effect and the bonus winning sound output effect is restricted. Even if an over-winning or bonus winning occurs during a first error, the execution of a portion of the over-winning effect and the bonus winning effect is not overlooked, so that the gaming machine does not miss the first error state. In this case, the execution of the count-up effect (the large prize slot count-up effect and the regular prize slot count-up effect) is permitted. Specifically, when a first error occurs, an error image indicating the first error is displayed to notify the user that a first error has occurred. However, it is not displayed on the entire screen, but is displayed using only a portion of the display area. The display priority of the error image is higher than that of the over-winning image or the bonus winning image, but they can all be displayed simultaneously, and the count-up effect can also be displayed simultaneously. However, while the error notification sound that notifies of the first error is being output, the over-winning sound or the bonus winning sound is not output (or is low in volume). Note that if an over-winning or bonus winning occurs when the gaming machine is in the first error state, the payout of prize balls based on this over-winning or bonus winning will be carried out.

[0209] Furthermore, if the gaming machine experiences a second error (magnetic sensor error, radio wave sensor error, disconnection / short circuit power supply error, or excessive winning error), even if an over-winning or bonus winning occurs, the over-winning effect or bonus winning effect is not executed at all. In other words, if a second error occurs in the gaming machine, the execution of both the over-winning image display effect and the over-winning sound output effect as the over-winning effect is restricted, and the execution of both the bonus winning image display effect and the bonus winning sound output effect as the bonus winning effect is restricted. Even if an over-winning or the like occurs during the second error, by not executing all of the over-winning effects, the fact that the gaming machine is in a second error state is not overlooked. In this case, the execution of the count-up effect (the large winning slot count-up effect and the regular winning slot count-up effect) is also restricted. Specifically, when a second error occurs, an error image indicating the second error is displayed on the full screen to notify the player that a second error has occurred, and the over-winning image, bonus winning image, and count-up effect are not displayed. Also, while the error notification sound notifying the player that a second error has occurred is being output, the over-winning sound and ...

Claims

[Claim 1] A game board in which the game area is formed, A starting opening is provided in the game area, into which game balls can be inserted, A special symbol display device that, upon entry of a game ball into the starting slot, displays and stops a special symbol in a variable manner, A large prize slot into which game balls can be inserted is provided in the game area, A special game execution means that enables a special game advantageous to the player after a special symbol is stopped and displayed in a specific manner in a special symbol display device, It includes a performance display device that displays performance images, In special games, it is possible to perform a unit game that opens the big prize slot. It has an audio output device that outputs sound effects, It has an operating mechanism that allows the player to input operations, It is possible to repeatedly output a predetermined warning sound to alert the player, During the display of special symbols, it is possible to output a predetermined background music. Even during the variation standby period when the special symbol variation display is not being executed and the special game is not being played, it is possible to output a predetermined background music. It is possible to output predetermined sound effects in response to the player's input on the control device. In a predetermined situation during variable standby, it is possible to output a predetermined sound effect in response to the operation input of the control means without outputting a predetermined background music. The system is configured such that after a predetermined period has elapsed since entering a variable standby state, the volume of a predetermined background music (BGM) is reduced until the BGM becomes inaudible. When repeatedly outputting a predetermined warning sound, it is possible to output one instance of the predetermined warning sound within a specific period that is shorter than the predetermined period. It is possible to repeatedly output a predetermined warning sound while in standby mode and within a predetermined period. A pachinko game machine characterized in that, when the warning sound is repeatedly output, the machine is configured such that the warning sound becomes inaudible without reducing the volume of the warning sound.