Gaming machine

By implementing light-emitting controls and state management in gaming machines, the marketability and engagement are enhanced through varied notification effects and game states, addressing the lack of appeal in existing machines.

JP2026012251APending Publication Date: 2026-01-23SANKYO CO LTD
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Patent Information

Application Number
JP2025180119
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-27
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing gaming machines lack enhanced marketability and appeal in their game configurations and notification effects.

Method used

Incorporating light emitting means controlled by a luminance data table to execute notification effects, including introduction and epilogue parts, with varying light-emitting modes and dialogue subtitle displays, and controlling game states to increase player engagement.

Benefits of technology

Improves the marketability and appeal of gaming machines by enhancing player interaction and notification effects, making the gaming experience more engaging and appealing.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve the merchantability of a game machine.SOLUTION: The predetermined scene includes a first period in which the display of the first dialogue caption is started and the second dialogue caption is not displayed, a second period after the first period, in which the display of the second dialogue caption is started with a fade-in effect in a state where the first dialogue caption is displayed and the display of the first dialogue caption is ended with a fade-out effect in a state where the second dialogue caption is displayed, and a third period after the second period, in which the display of the first dialogue caption is ended, and a third period in which the second speech caption is displayed, wherein the first speech sound is output in the first period, the first speech sound and the second speech sound are not output in the second period, and the second speech sound is output in the third period.SELECTED DRAWING: Figure 179
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]

[0002] Conventionally, gaming machines are known that have multiple parts (for example, an introductory part, a win / lose decision part, an epilogue part, etc.) from the start to the end of the variable display to enhance the player's interest (Patent Document 1). Also known is a gaming machine that executes a re-lottery effect in which the jackpot symbol temporarily stops on a non-variable symbol (normal jackpot symbol), and then the jackpot symbol changes again, and then a non-variable symbol or a variable symbol stops (Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-118411 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-179389 Summary of the Invention [Problem to be solved by the invention]

[0004] There was room for improving the marketability of gaming machines having the functions and configurations of Patent Documents 1 and 2.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine with improved marketability. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a plurality of light emitting means; a light emission control means for controlling the light emitting means, the light emission control means controls the light emission means using a luminance data table configured with luminance data; It is possible to execute a notification effect that notifies whether or not the advantageous state is being controlled, The notification performance includes an introduction part until the success or failure of the control to the advantageous state is notified, and an epilogue part that is executed after the success or failure notification and when it is determined that the control to the advantageous state will be achieved. The notification effect includes a first notification effect and a second notification effect, The light emission control means In an introduction part of the first notification performance, the light emitting means is controlled using a brightness data table corresponding to the introduction part of the first notification performance; In an introduction part of the second notification performance, the light emitting means is controlled using a brightness data table corresponding to the introduction part of the second notification performance; The brightness data table corresponding to the introduction part of the first notification performance includes a brightness data table for a specific light-emitting mode and a brightness data table for a special light-emitting mode different from the specific light-emitting mode, The brightness data table corresponding to the introduction part of the second notification performance includes a brightness data table for a specific light-emitting mode and a brightness data table for a special light-emitting mode different from the specific light-emitting mode, The brightness data table for setting a specific light-emitting mode in the brightness data table corresponding to the introduction part of the first notification performance and the brightness data table for setting a specific light-emitting mode in the brightness data table corresponding to the introduction part of the second notification performance are a common brightness data table, In the introductory part, there is a predetermined scene in which a first dialogue subtitle is displayed in a dialogue subtitle display area in response to a first dialogue sound uttered by a character, and a second dialogue subtitle is displayed in the dialogue subtitle display area in response to a second dialogue sound uttered by the character, The predetermined scene includes a first period during which the display of the first dialogue subtitle starts and the second dialogue subtitle is not displayed, a second period after the first period, from when the display of the second dialogue subtitle starts with a fade-in effect while the first dialogue subtitle is displayed until when the display of the first dialogue subtitle ends with a fade-out effect while the second dialogue subtitle is displayed, and a third period after the second period, during which the display of the first dialogue subtitle ends and the second dialogue subtitle is displayed. The first dialogue sound is output during a first period, the first dialogue sound and the second dialogue sound are not output during a second period, and the second dialogue sound is output during a third period. It is characterized by: Such a configuration can improve the marketability of the gaming machine. Other gaming machines include: A gaming machine that is equipped with a first variable display means for performing a first variable display and a second variable display means for performing a second variable display, and that can be controlled to an advantageous state that is advantageous to a player, A game control means is provided for controlling the progress of the game, It is possible to execute a notification effect that notifies whether or not the advantageous state is being controlled (for example, a notification effect that notifies whether or not a jackpot is being won), The notification performance includes an introductory part (for example, a provocative part) until the result of whether or not the game will be controlled to the advantageous state is notified, and an epilogue part (for example, a winning epilogue part) that is executed after the result of whether or not the game will be controlled to the advantageous state is notified, In the introductory part, there is a specific scene where the sound of the characters' lines (for example, Yume Yume's line "Wait~" in Figure 165(b11)) and the sound of the characters' actions (Bakuchu's footsteps "Tatatatatap", Yume Yume's footsteps "Zazz zazz" in Figure 165(b11)) are output. In the specific scene, the dialogue sounds uttered by the characters are output louder than the action sounds corresponding to the character's actions (for example, in the scene in Figure 165 (b11), Yume Yume's dialogue "Wait~" is output louder than Bakuchu's footsteps "tatatatatap" and Yume Yume's footsteps "zazazaza"); the game control means includes state control means capable of controlling the second variable display to a special state in which it is more likely to be executed than in a normal state, the state control means terminates the special state based on the establishment of either a first condition that the total number of times of the first variable display and the second variable display during the special state reaches a first number, or a second condition that the number of times of the second variable display during the special state reaches a second number, The game control means a first counting means corresponding to the first condition; a second counting means corresponding to the second condition; performing a count value update process for updating the count value of the first counting means, and performing a process for ending the special state when the first condition is met; performing a count value update process for updating the count value by the second counting means, and when the second condition is satisfied, performing a process related to the end of the special state; In either case where the first condition is satisfied or where the second condition is satisfied, the count value by the first counting means and the count value by the second counting means are initialized in the processing related to the end of the special state. With this configuration, the marketability of a gaming machine having multiple states can be improved, and the series of effects that are executed can be made to look more appealing, thereby improving the marketability of the gaming machine. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2] 1 is a rear perspective view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 3] FIG. 10 is a diagram illustrating a frame lamp. [Figure 4] A diagram to explain the special pattern LED board, the fourth pattern unit, and the relationship between the fourth pattern unit and the game effect lamp. [Figure 5]FIG. 2 is a diagram for explaining a display mode of a screen in an image display device. [Figure 6] FIG. 1 is a diagram for explaining various boards and the like installed in a pachinko gaming machine. [Figure 7] A diagram to explain the types of wins. [Figure 8] FIG. 10 is a diagram for explaining each random number. [Figure 9] A diagram to explain the jackpot determination table and the jackpot type determination table. [Figure 10] FIG. 10 is a diagram illustrating an example of a performance control command. [Figure 11] A diagram to explain an example of a front fluctuation pattern on the main side. [Figure 12] A diagram for explaining an example of a subsequent fluctuation pattern on the main side. [Figure 13] This is a diagram to explain the subsequent fluctuation pattern determination table when a miss occurs. [Figure 14] This is a diagram to explain the subsequent fluctuation pattern determination table at the time of a jackpot. [Figure 15] FIG. 10 is a diagram for explaining the previous fluctuation pattern determination table. [Figure 16] A diagram to explain an example of a total fluctuation pattern on the main side. [Figure 17] FIG. 10 is a diagram for explaining an example of lottery for effect patterns on the sub side. [Figure 18] 10 is a flowchart showing an example of a game control main process. [Figure 19] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 20] 10 is a flowchart illustrating an example of a special symbol process. [Figure 21] 10 is a flowchart showing the start winning determination process. [Figure 22] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 23] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 24] 10 is a flowchart showing an example of special symbol variation processing. [Figure 25] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 26] This is a flowchart showing an example of processing before opening a jackpot. [Figure 27] A flowchart showing an example of processing during jackpot release. [Figure 28] A flowchart showing an example of processing after a jackpot is released. [Figure 29] A flowchart showing an example of a jackpot end process. [Figure 30] 10 is a flowchart showing an example of a performance control main process. [Figure 31] 10 is a flowchart showing an example of a performance control process. [Figure 32] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 33] FIG. 10 is a diagram for explaining the flow of a series of presentations. [Figure 34] This is a diagram to explain the relationship before and after the decision on whether or not a win is made, the SP first half reach A jackpot, and the SP final reach jackpot. [Figure 35] FIG. 10 is a diagram for explaining the scenario of the start part. [Figure 36] This is a diagram to explain the scenario of the provocative part (SP first half reach A). [Figure 37] This is a diagram to explain the scenario of the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). [Figure 38] This is a diagram to explain the scenario of the provocative part (SP first half reach B). [Figure 39] This is a diagram to explain the scenario of the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). [Figure 40] This is a diagram to explain the scenario of the reel action part (when the SP is developed in the second half). [Figure 41] This is a diagram to explain the scenario of the provocative part (SP second half Reach A). [Figure 42] This is a diagram to explain the scenario of the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). [Figure 43] This is a diagram to explain the scenario of the provocative part (SP second half reach B). [Figure 44] This is a diagram to explain the scenario of the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). [Figure 45] This is a diagram to explain the scenario of the provocative part (SP final reach). [Figure 46] This is a diagram to explain the scenario of the provocative part (SP final reach). [Figure 47] This is a diagram to explain the scenarios of the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). [Figure 48] FIG. 10 is a diagram for explaining a scenario of a relief part. [Figure 49] This is a diagram to explain the scenario of the re-draw part (deriving odd or even symbols after button operation). [Figure 50] This is a diagram to explain the scenario of the re-draw part (odd number symbols are derived after button operation) and the fanfare part. [Figure 51] This is a diagram to explain the scenario of the re-draw part (deriving an even number pattern after button operation) and the fanfare part. [Figure 52] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Figure 53] 10 is a diagram for explaining the lighting mode of the game effect lamp. FIG. [Figure 54] 10 is a diagram for explaining the lighting mode of the game effect lamp. FIG. [Figure 55] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 56]FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 57] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 58] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 59] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 60] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 61] FIG. 10 is a diagram illustrating the presentation mode in the start part. [Figure 62] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 63] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 64] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 65] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 66] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 67] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 68] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach A). [Figure 69] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach A). [Figure 70] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach A). [Figure 71] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach A). [Figure 72] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 73] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 74] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 75] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 76] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 77] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 78] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach B). [Figure 79] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach B). [Figure 80] This is a diagram to explain the presentation style in the winning epilogue part (SP first half reach B). [Figure 81] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach B). [Figure 82] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach B). [Figure 83] This is a diagram for explaining the presentation mode in the role object operation part (at the time of development of the second half of the SP). [Figure 84] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 85] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 86] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 87] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 88]This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 89] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 90] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 91] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 92] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 93] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 94] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 95] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 96] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 97] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 98] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 99] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 100] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 101] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 102] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 103] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 104] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 105] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 106] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 107] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 108] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 109] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 110] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 111] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 112] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 113] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 114] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 115] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 116] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 117] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 118] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 119] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 120] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 121] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 122] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 123] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 124] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 125] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 126] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 127] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 128] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 129] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 130] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 131] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 132] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 133] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 134] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 135] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 136] This is a diagram to explain the presentation style in the winning epilogue part (SP final reach). [Figure 137] This is a diagram to explain the presentation style in the miss epilogue part (SP final reach). [Figure 138] This is a diagram to explain the presentation style in the miss epilogue part (SP final reach). [Figure 139] 10A and 10B are diagrams for explaining the presentation mode in the rescue hit part. [Figure 140] 10A and 10B are diagrams for explaining the presentation mode in the rescue hit part. [Figure 141] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 142] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 143] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 144] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 145] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 146] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 147] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 148] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 149] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 150]10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 151] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 152] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 153] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Fig. 154] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 155] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 156] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd or even symbols after button operation). FIG. [Figure 157] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd symbols after button operation). FIG. [Figure 158] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd symbols after button operation). FIG. [Figure 159] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving odd symbols after button operation). FIG. [Figure 160] FIG. 10 is a diagram for explaining the presentation mode in the fanfare part. [Figure 161] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving an even number symbol after button operation). FIG. [Figure 162] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving an even number symbol after button operation). FIG. [Figure 163] 10 is a diagram for explaining the presentation mode in the re-lottery part (deriving an even number symbol after button operation). FIG. [Fig. 164]FIG. 10 is a diagram for explaining the presentation mode in the fanfare part. [Figure 165] FIG. 10 is a detailed explanatory diagram of portions (b11) to (b13). [Figure 166] FIG. 10 is a diagram illustrating a volume level. [Figure 167] FIG. 10 is a diagram illustrating a volume level. [Figure 168] This is a detailed explanatory diagram of parts (r24) to (r27). [Figure 169] This is a detailed explanatory diagram of parts (r28) to (r31). [Figure 170] This is a detailed explanatory diagram of parts (r32) to (r35). [Figure 171] This is a detailed explanatory diagram of the role of the accessory in (b18) to (i1). [Fig. 172] This is a detailed explanatory diagram of the role of the accessory in (b18) to (i1). [Fig. 173] This is a detailed explanatory diagram of the reel operation in (r54) to (s4). [Fig. 174] This is a detailed explanatory diagram of the reel operation in (r54) to (s4). [Figure 175] FIG. 10 is a diagram illustrating the relationship between the number of subtitles and the number of lines. [Figure 176] FIG. 2 is a detailed explanatory diagram of portions (A1) to (A23). [Figure 177] FIG. 10 is a detailed explanatory diagram of parts (A24) to (A46). [Figure 178] A detailed explanatory diagram of parts (b4) to (b6) and a comparison diagram during the jackpot round. [Figure 179] FIG. 10 is an explanatory diagram showing the relationship between the transparency of subtitles for dialogue and sound output. [Figure 180] FIG. 10 is a detailed explanatory view of portions (b4) to (b6) and a detailed explanatory view of portions (o3) to (o5). [Figure 181] FIG. 10 is a diagram for explaining a comparative example of subtitles. [Figure 182] FIG. 10 is a detailed explanatory diagram of portions (B4) to (B11). [Figure 183]FIG. 10 is a diagram for explaining a modified example of the pattern display. [Figure 184] FIG. 10 is a diagram illustrating a modified example of a re-lottery. [Figure 185] FIG. 10 is a diagram illustrating a modified example of a re-lottery. [Figure 186] FIG. 10 is a diagram illustrating a modified example of a re-lottery. [Figure 187] FIG. 10 is a diagram illustrating a modified example of a re-lottery. [Figure 188] FIG. 10 is a detailed explanatory diagram of the pattern determination period. [Figure 189] FIG. 10 is a detailed explanatory diagram of a blackout. [Figure 190] FIG. 10 is a detailed explanatory diagram of the game effect lamp when a miss occurs and a diagram to explain modified examples when a miss occurs. [Figure 191] This is a detailed explanatory diagram of part (r48). [Figure 192] 10A and 10B are diagrams illustrating an example of a parent table in a luminance data table used for a start part. [Figure 193] 10 is a diagram illustrating an example of a child table for a frame lamp in a brightness data table used in a start part. FIG. [Figure 194] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP first half Reach A. [Figure 195] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP first half Reach A. [Figure 196] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP first half reach A. [Figure 197] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP first half reach A. FIG. [Figure 198] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP first half Reach B. [Figure 199] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP first half reach B. [Figure 200] 10 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP first half reach B. [Figure 201] 10 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP first half reach B. FIG. [Figure 202] This is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the reel action part during the development of the second half of the SP. [Figure 203] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of SP second half reach A. [Figure 204] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP second half reach A. [Figure 205] FIG. 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP second half reach A. [Figure 206] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP second half reach A. [Figure 207] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP second half reach A. [Figure 208] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of SP second half reach B. [Figure 209] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of SP second half reach B. FIG. [Figure 210] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP second half reach B. [Figure 211] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP second half reach B. FIG. [Figure 212] FIG. 10 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of an SP final reach. [Figure 213] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of an SP final reach. FIG. [Figure 214] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of an SP final reach. FIG. [Figure 215] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of the SP final reach. FIG. [Figure 216] 10 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of the SP final reach. FIG. [Figure 217] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used for a part per relief. FIG. [Figure 218] 10 is a diagram for explaining an example of a parent table in a brightness data table used in a re-lottery part. FIG. [Figure 219] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in a re-lottery part (before operation promotion). FIG. [Figure 220] 10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-lottery part (pattern promotion after operation promotion). FIG. [Figure 221]10 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-lottery part (maintaining the pattern after operation promotion). FIG. [Figure 222] FIG. 10 is a diagram illustrating an example of a child table for a frame lamp in a brightness data table used in a fanfare part. [Figure 223] FIG. 10 is a diagram illustrating an example of a parent table in a smooth rainbow luminance data table. [Figure 224] 10 is a diagram illustrating an example of a child table in a smooth rainbow luminance data table. FIG. [Figure 225] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in the smooth rainbow luminance data table. FIG. [Figure 226] A figure to explain an example of a grandchild table for a role lamp and a grandchild table for a left-of-board lamp in a smooth rainbow brightness data table. [Figure 227] 10 is a diagram illustrating an example of a grandchild table for an Attacka lamp in a smooth rainbow luminance data table. FIG. [Figure 228] A figure to explain an example of a grandchild table for a frame lamp in a reel operation red flashing brightness data table. [Figure 229] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a yellow haze luminance data table. FIG. [Figure 230] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in a white blinking (white flash) brightness data table. FIG. [Figure 231] 10 is a diagram illustrating an example of a parent table in a common red cut-in luminance data table. FIG. [Figure 232] 10 is a diagram illustrating an example of a child table in a common red cut-in luminance data table. FIG. [Figure 233] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table. FIG. [Figure 234]10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table. FIG. [Figure 235] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table. FIG. [Figure 236] 10 is a diagram illustrating an example of a grandchild table for a special lamp in a common red cut-in brightness data table. FIG. [Figure 237] 10 is a diagram illustrating an example of a grandchild table for a board left lamp in a common red cut-in brightness data table. FIG. [Figure 238] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common red cut-in luminance data table. FIG. [Figure 239] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common red cut-in luminance data table. FIG. [Figure 240] 10 is a diagram illustrating an example of a parent table in a common green cut-in luminance data table. FIG. [Figure 241] 10 is a diagram illustrating an example of a child table in a common green cut-in luminance data table. FIG. [Figure 242] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table; FIG. [Figure 243] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table; FIG. [Figure 244] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table; FIG. [Figure 245] 10 is a diagram illustrating an example of a grandchild table for a special feature lamp in a common green cut-in brightness data table. FIG. [Figure 246] 10 is a diagram illustrating an example of a grandchild table for the left-side lamp in the common green cut-in brightness data table. FIG. [Figure 247]10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in brightness data table. FIG. [Figure 248] 10 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in brightness data table. FIG. [Figure 249] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a dimming brightness data table without operation prompting. FIG. [Figure 250] 10A and 10B are diagrams illustrating an example of a grandchild table for a frame lamp in the trigger display brightness data table and the operation prompt brightness data table. [Figure 251] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the shutter luminance data table; FIG. [Figure 252] 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the miss brightness data table. FIG. [Figure 253] FIG. 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Figure 254] FIG. 10 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Figure 255] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a hit determination brightness data table. FIG. [Figure 256] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a hit determination brightness data table. FIG. [Figure 257] A figure for explaining an example of a grandchild table for a frame lamp in a re-lottery effect brightness data table. [Figure 258] A figure for explaining an example of a grandchild table for a frame lamp in a re-lottery effect brightness data table. [Figure 259] FIG. 10 is a diagram illustrating an example of a child table in a background luminance data table. [Figure 260] 10 is a diagram illustrating an example of a grandchild table for a frame lamp in a background brightness data table. FIG. [Figure 261] FIG. 10 is a diagram for explaining a comparison of lamp control when winning and when losing. [Figure 262] FIG. 10 is a diagram for explaining a comparison of lamp control when winning and when losing. [Figure 263] FIG. 10 is a diagram for explaining a comparison of lamp control when winning and when losing. [Figure 264] FIG. 10 is a diagram for explaining the swinging pattern of the pattern. [Figure 265] FIG. 10 is a diagram illustrating a modified example of the re-lottery presentation. [Figure 266] FIG. 10 is a diagram illustrating a modified example of the re-lottery presentation. [Figure 267] FIG. 10 is a diagram illustrating a modified example of the re-lottery presentation. [Figure 268] FIG. 10 is a diagram for explaining reference to a luminance data table. [Figure 269] FIG. 10 is a diagram for explaining reference to a luminance data table. [Figure 270] FIG. 10 is a diagram for explaining reference to a luminance data table. [Figure 271] FIG. 10 is a diagram for explaining reference to a luminance data table. [Fig. 272] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Fig. 273] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Fig. 274] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 275] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 276] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 277] 10 is a flowchart showing an example of a game control main process. [Fig. 278] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 279]10 is a flowchart illustrating an example of a special symbol process. [Figure 280] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 281] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 282] 10 is a flowchart showing an example of a performance control main process. [Figure 283] 10 is a flowchart showing an example of a performance control process. [Figure 284-1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 284-2] FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 284-3] FIG. 10 is a diagram illustrating an example of a performance control command. [Figure 284-4] FIG. 10 is a diagram illustrating an example of a performance control command. [Fig. 284-5] FIG. 2 is an explanatory diagram showing each random number. [Fig. 284-6] FIG. 10 is a diagram illustrating a variation pattern. [Fig. 284-7] FIG. 2 is an explanatory diagram showing various determination tables. [Fig. 284-8] (A) is an explanatory diagram showing the types of jackpots, and (B) is a diagram showing the types of misses with time reduction. [Fig. 284-9] 10A is an explanatory diagram of each time-saving state, and FIG. 10B is an explanatory diagram of the case where the start condition for the second time-saving state is met while the first time-saving state is operating. [Fig. 284-10] FIG. 10 is a diagram showing the transition of game states. [Fig. 284-11] FIG. 10 is a diagram showing the transition of game states. [Fig. 284-12] FIG. 10 is an explanatory diagram of a game control data storage area. [Fig. 284-13] FIG. 10 is an explanatory diagram of a performance control data storage area. [Fig. 284-14] A diagram showing the game control main processing. [Fig. 284-15] FIG. 10 is a diagram showing a special symbol process. [Fig. 284-16] It is a diagram showing the start winning determination process. [Fig. 284-17] It is a diagram showing the winning random value determination process. [Fig. 284-18] It is a diagram showing the special symbol normal process. [Fig. 284-19] It is a diagram showing the variable pattern setting process. [Fig. 284-20] It is a diagram showing the variable pattern determination table. [Fig. 284-21] It is a diagram showing the variable pattern determination table. [Fig. 284-22] It is a diagram showing the variable pattern determination table. [Fig. 284-23] It is a diagram showing the variable pattern determination table. [Fig. 284-24] It is a diagram showing the variable pattern determination table. [Fig. 284-25] It is a diagram showing the variable pattern determination table. [Fig. 284-26] It is a diagram showing the variable patterns that can be selected in the variable display of the first special symbol. [Fig. 284-27] It is a diagram showing the variable patterns that can be selected in the variable display of the second special symbol. [Fig. 284-28] It is a diagram showing the variable patterns that can be selected in the variable display of the second special symbol. [Fig. 284-29] It is a diagram showing the variable patterns that can be selected in the variable display of the second special symbol. [Fig. 284-30] It is a diagram showing the average variable display time of the second special symbol when the variable display result fails in the short time state A. [Fig. 284-31] It is a diagram showing the average variable display time of the second special symbol when the variable display result fails in the short time state B. [Fig. 284-32] It is a diagram showing the average variable display time of the second special symbol when the variable display result fails in the short time state C. [Fig. 284-33] It is a diagram showing the special symbol stop process. [Fig. 284-34] It is a diagram showing the special symbol stop process. [Fig. 284-35]FIG. 10 is a diagram showing the pattern determination period in a normal state. [Fig. 284-36] A diagram showing the pattern determination period in time-saving state A. [Fig. 284-37] A diagram showing the pattern determination period in time-saving state B. [Fig. 284-38] A diagram showing the pattern determination period in time-saving state C. [Fig. 284-39] A diagram showing the processing during the release of a small win. [Fig. 284-40] A diagram showing the small hit end processing. [Fig. 284-41] A diagram showing the jackpot end processing. [Fig. 284-42] FIG. 10 is a diagram showing the performance control process. [Fig. 284-43] FIG. 10 is a diagram illustrating a variable display start setting process. [Fig. 284-44] FIG. 10 is an explanatory diagram of the effects related to the time-saving state. [Fig. 284-45] (A) is an explanatory diagram of the entry effect, (B) is an explanatory diagram of the remaining number of times for time reduction, (C) is an explanatory diagram of the countdown to the end of time reduction, and (D) is an explanatory diagram of the result effect. [Fig. 284-46] 10 is a timing chart showing the timing of updating the time-saving countdown until the end of the time-saving state and the remaining number of times display. [Fig. 284-47] This figure shows the decision ratio for executing the preview performance during the variable display of the first special chart. [Fig. 284-48] This figure shows the decision ratio for executing the preview performance during variable display during the variable display of the second special chart. [Fig. 284-49] A diagram showing the presentation patterns of preview presentations during variable display. [Fig. 284-50] A diagram showing the presentation style of the preview presentation during variable display. [Fig. 284-51] FIG. 10 is a diagram showing an average variable display time in each time-saving state. [Fig. 284-52] A diagram showing the variable display preview effects that can be performed in each time-saving state. [Fig. 284-53] FIG. 10 is a diagram showing variation patterns that can be selected in a modified example. [Fig. 284-54] (A) is a diagram showing a jackpot type determination table for the second special symbol in the modified example, and (B) to (D) are diagrams showing the variation patterns that can be selected in the modified example. [Fig. 284-55] FIG. 2 is an explanatory diagram of an image displayed on the image display device. [Fig. 284-56] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-57] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-58] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-59] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-60] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-61] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-62] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-63] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-64] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-65] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-66] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-67] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-68] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-69] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-70] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-71] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-72] 1A and 1B are diagrams illustrating a display mode of an image displayed on an image display device. [Fig. 284-73] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-74] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-75] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-76] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-77] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-78] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-79] This is a timing chart for when you win a lottery with time reduction. [Fig. 284-80] This is a timing chart when the time-saving chance effect can be executed on the first special chart and the second special chart. [Fig. 284-81] This figure shows whether or not a preview effect can be executed during variable display when the variable display result is a miss with time reduction. [Fig. 284-82] A diagram showing whether or not a pending display preview effect will be executed and the determination rate of the effect pattern. [Fig. 284-83] A figure showing the display mode of an image displayed on an image display device when a hold display preview effect can be executed. [Fig. 284-84] A figure showing the display mode of an image displayed on an image display device when a hold display preview effect can be executed. [Fig. 284-85] A figure showing the display mode of an image displayed on an image display device when a hold display preview effect can be executed. [Fig. 284-86] A figure showing the display mode of an image displayed on an image display device when a hold display preview effect can be executed. [Fig. 284-87] A figure showing the display mode of an image displayed on an image display device when a hold display preview effect can be executed. [Fig. 284-88] FIG. 10 is an explanatory diagram of image data to be drawn. [Fig. 284-89] FIG. 10 is an explanatory diagram of image data to be drawn. [Fig. 284-90] A diagram showing the execution rate of preview effects during variable display. [Fig. 284-91] A diagram showing the execution rate of preview effects during variable display. [Fig. 284-92] A diagram showing the execution rate of preview effects during variable display. [Fig. 284-93] This is an explanatory diagram of the timing of execution of the preview effect during variable display and the possible winning effect patterns. [Fig. 284-94] An explanatory diagram of when a promotion effect is executed. [Fig. 284-95] A diagram showing the execution rate of promotion effects. [Fig. 284-96] 10A and 10B are diagrams showing the display mode of an image displayed on an image display device when a promotion effect is executed. [Figure 285-1] 10A and 10B are diagrams showing the arrangement of frame lamps provided on an opening and closing door frame. [Figure 285-2] 1A is a diagram showing various lamps provided on a game board, and FIG. 1B is a diagram showing the relationship between the various lamps and a brightness data table. [Figure 285-3] (A) is a diagram to explain the background music and the light colors of various LEDs, (B) is the rainbow effect and the moving object effect, (C) is the rainbow effect, (D) is the rainbow display mode, and (E) is the stopped pattern action display. [Figure 285-4] (A) to (F) are diagrams to explain the right-hit promotion effects A, V, and F. [Fig. 285-5] This is a diagram showing the presentation pattern from the jackpot fluctuation through the jackpot to the entry presentation A. [Fig. 285-6] This is a diagram showing the presentation patterns of winning variations and ceiling reaching variations for time-saving miss B. [Figure 285-7] A diagram showing the presentation mode of rush presentation B. [Fig. 285-8] This figure shows the presentation when time-saving miss B is won during time-saving state A1. [Fig. 285-9] 10A to 10E are diagrams showing examples of stop symbol action displays. [Fig. 285-10] FIG. 10 is a diagram for explaining the mechanism of output to an LED driver. [Fig. 285-11] FIG. 10 is a diagram for explaining an example of lamp control using a brightness data table. [Fig. 285-12] 10 is a diagram for explaining an example of lamp control using a grandchild table by timer management of a child table. FIG. [Fig. 285-13] 10A is a diagram illustrating an example of a parent table in a luminance data table used in a fanfare production part, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-14] 10A to 10C are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in a fanfare production part. [Fig. 285-15] 10A to 10G are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in a fanfare production part. [Fig. 285-16] 10A is a diagram illustrating an example of a parent table in a brightness data table used in the entry performance part A, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-17] 10A to 10I are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part A. FIG. [Fig. 285-18] 10A is a diagram illustrating an example of a parent table in a brightness data table used in the rush-in performance B (scene 1) part, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-19] 10A to 10C are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 1). [Fig. 285-20] 10A is a diagram illustrating an example of a parent table in a brightness data table used in the entry performance B (scene 2) part, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-21]10A to 10D are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 1). [Fig. 285-22] 10A is a diagram illustrating an example of a parent table in a brightness data table used in the rush-in performance B (scene 3) part, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-23] 10A to 10F are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 3). [Fig. 285-24] 10A is a diagram illustrating an example of a parent table in a brightness data table used in the rush-in performance B (scene 4) part, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-25] 10A to 10B are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 4). [Fig. 285-26] 10A is a diagram illustrating an example of a parent table in a brightness data table used in the entry performance B (scene 5) part, and FIG. 10B is a diagram illustrating an example of a child table. [Fig. 285-27] 10A to 10D are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 5). [Fig. 285-28] 10A to 10G are diagrams illustrating a comparison of lamp control between a fanfare effect, a rush effect A, and a rush effect B. [Fig. 285-29] (A) and (B) are diagrams for explaining similar colors. [Fig. 285-30] (A) is a diagram illustrating an example of a parent table in the brightness data table used in the right-hit promotion performance part A, and (B) is a diagram illustrating an example of a child table. [Fig. 285-31] 10A to 10D are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the right-hit promotion performance part A. [Fig. 285-32]10A is a diagram illustrating an example of a parent table, a child table, and a grandchild table in a brightness data table used in the right-hit promotion performance V part. [Fig. 285-33] (A) is a diagram illustrating an example of a parent table in the brightness data table used in the right-hit promotion performance part F, (B) is a child table, and (C) is a grandchild table. [Fig. 285-34] 10A to 10D are diagrams showing the display mode of the image display device and the lighting mode of the lamp in right-hit promotion effects A, V, and F. [Fig. 285-35] This is a diagram showing the grandchild tables LLA1, ELA1, and ERA1 used in the right-hit promotion performance part A. [Fig. 285-36] This figure shows the grandchild tables ATA1, ATV1, and ATF1 used in the right-hit promotion performance parts A, V, and F, as well as the display state of the image display device and the lighting state of the lamp. [Figure 286] FIG. 1 is a front view of a pachinko gaming machine. [Figure 287] FIG. 2 is a configuration diagram showing various control boards and the like. [Figure 288] 10 is a flowchart showing a game control main process. [Figure 289] 10 is a flowchart showing a timer interrupt process for game control. [Figure 290] 10 is a flowchart showing a special symbol process. [Figure 291] A figure showing an example of determining the special chart display result. [Figure 292] 10 is a flowchart showing a main processing for performance control. [Figure 293] 10 is a flowchart showing the performance control process. [Figure 294-1] A diagram showing an address map of a memory area in a game control microcomputer. [Figure 294-2] FIG. 10 is a diagram illustrating an example of the configuration of a performance control command. [Figure 294-3] 10 is a flowchart illustrating an example of an RWM initial setting process. [Figure 294-4] 10 is a flowchart illustrating an example of a command set process. [Figure 294-5] FIG. 10 is a diagram illustrating an example of the configuration of a command transmission table. [Figure 294-6] FIG. 10 is a diagram illustrating an example of the configuration of a command extension data address table. [Figure 294-7] 10 is a flowchart illustrating an example of data set processing. [Figure 294-8] 10 is a flowchart illustrating an example of a specific number of times command transmission process. [Figure 294-9] FIG. 10 is a diagram illustrating an example of the configuration of a first specific number of times designation command. [Figure 294-10] 10 is a flowchart showing an example of a normal process for special symbols. [Figure 294-11] 10 is a flowchart showing an example of a special symbol determination process. [Figure 294-12] 10 is a flowchart showing an example of a special symbol buffer shift process. [Figure 294-13] FIG. 10 is a diagram showing an example of designation value determination. [Fig. 294-14] A diagram showing an example of setting the number of times the large prize opening is opened. [Fig. 294-15] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 294-16] FIG. 10 is a diagram showing an example of determining a fluctuation pattern. [Figure 294-17] FIG. 10 is a diagram showing an example of determining a fluctuation pattern. [Fig. 294-18] 10 is a flowchart showing an example of special symbol variation processing. [Fig. 294-19] 10 is a flowchart showing an example of a special symbol stop time setting process. [Figure 294-20] FIG. 10 is a diagram showing an example of settings when a pattern stops. [Figure 294-21] 10 is a flowchart illustrating an example of a counter subtraction process. [Fig. 294-22] FIG. 10 is a diagram illustrating an example of arrival data setting. [Figure 294-23] 10 is a flowchart illustrating an example of a time-saving subtraction process. [Fig. 294-24]FIG. 10 is a diagram showing targets to be cleared when time-saving ends. [Fig. 294-25] A diagram showing an example of performance settings after a win has ended. [Fig. 294-26] FIG. 10 is a diagram illustrating an example of the configuration of a performance setting table. [Figure 294-27] 10 is a flowchart showing an example of a special symbol stopping process. [Fig. 294-28] This is a diagram showing an example of data setting before a small win starts and the settings to be cleared after a miss stops. [Fig. 294-29] This is a flowchart showing an example of a jackpot start setting process. [Fig. 294-30] This is a flowchart showing an example of small win end processing. [Figure 294-31] A flowchart showing an example of a jackpot end process. [Fig. 294-32] A diagram showing an example of the state setting at the end of a jackpot. [Figure 294-33] A diagram showing the setting contents corresponding to the state setting types at the end of the jackpot. [Fig. 294-34] A diagram showing an example of data setting at the end of a jackpot. [Fig. 294-35] 10 is a flowchart showing an example of a production-side counter update process. [Fig. 294-36] 10 is a flowchart illustrating an example of a number of times suggestion control process. [Figure 294-37] FIG. 10 is a diagram illustrating an example of count display control. [Fig. 294-38] FIG. 10 is a diagram showing an example of performance execution. DETAILED DESCRIPTION OF THE INVENTION

[0008] <Pachinko machine configuration, etc.> Fig. 1 is a front view of a pachinko gaming machine according to this embodiment. Fig. 1 shows the layout of the main components of a pachinko gaming machine 1, which is an example of a gaming machine. The pachinko gaming machine 1, which is an example of a gaming machine, is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are launched into this gaming area by a predetermined ball launching device.

[0009] In the pachinko gaming machine 1, games are played by variable display of special symbols. The "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or normal symbols (described below) vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols (described below) vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the flashing display of a certain symbol. At the end of the variable display, a predetermined special symbol is displayed as a static display (also referred to as a derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be referred to as a variable display or variation.

[0010] Two types of special symbols are provided as special symbols that are variably displayed on the pachinko gaming machine 1. For example, one special symbol is also called the "first special symbol" or "first special symbol," and the other special symbol is also called the "second special symbol" or "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game."

[0011] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.

[0012] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.

[0013] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0014] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0015] A character called Yume Yume-chan who appears in the effects executed by the pachinko gaming machine 1 is depicted on the game board 2 on the left side of the image display device 5. Yume Yume-chan is the main character who appears in the content used by the pachinko gaming machine 1. In addition, a character called Jam-chan who appears in the effects executed by the pachinko gaming machine 1 is depicted on the game board 2 on the lower right side of the image display device 5. Jam-chan is a character who appears in the content used by the pachinko gaming machine 1.

[0016] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0017] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0018] The variable winning ball device 6B (a normal electric device) forms a second start winning opening (electric chute) that changes between a closed state and an open state due to a solenoid 81 (see FIG. 6). The variable winning ball device 6B, for example, includes an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, thereby creating a closed state in which game balls cannot enter the second start winning opening (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, thereby creating an open state in which game balls can enter the second start winning opening (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0019] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0020] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7A having a large winning opening is provided. The special variable winning ball device 7A has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 6), and the large winning opening door forms a large winning opening (hereinafter referred to as a regular large winning opening) as a specific area that changes between an open state and a closed state.

[0021] For example, the special variable winning ball device 7A has a special winning opening door in the space between the game board 2 located at the back of the pachinko gaming machine 1 and the glass door frame 3a (see FIG. 2) located at the front (player side) of the pachinko gaming machine 1, and this special winning opening door slides open and closes horizontally between the back and front of the pachinko gaming machine 1, thereby opening the path for game balls to the normal special winning opening. Specifically, when the solenoid 82 is in the off state, the special winning opening door slides toward the front of the pachinko gaming machine 1, closing the normal special winning opening and preventing game balls from entering (passing through) the normal special winning opening. On the other hand, when the solenoid 82 is in the on state, the special winning opening door slides toward the back of the pachinko gaming machine 1, opening the normal special winning opening and making it easier for game balls to enter the normal special winning opening.

[0022] A gaming ball that enters the normal large prize opening is detected by count switch 23 as it passes through an area provided inside the normal large prize opening. When the gaming ball is detected by count switch 23 (see FIG. 6), gaming balls corresponding to the detection (for example, 10 balls per detection) are paid out to the player as prize balls. When a gaming ball enters the normal large prize opening, more prize balls are paid out than when a gaming ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10. Furthermore, when the number of gaming balls detected by count switch 23 reaches an upper limit (for example, 10 balls), one round ends, and the normal large prize opening is controlled to a closed state.

[0023] In the pachinko game machine 1, a V-variable winning ball device 7B is provided next to the special variable winning ball device 7A. The V-variable winning ball device 7B has a large winning opening door that is driven to open and close by a solenoid 83 (see FIG. 6), and forms a large winning opening (hereinafter referred to as a V-large winning opening) that changes between an open state and a closed state by the large winning opening door.

[0024] For example, the special variable winning ball device 7B is provided with a large prize opening door in the space between the game board 2 and the glass door frame 3a, and this large prize opening door slides open and closes horizontally between the back and front sides of the pachinko gaming machine 1, thereby opening the path for game balls to the V large prize opening. Specifically, when the solenoid 83 is in the off state, the large prize opening door slides toward the front side of the pachinko gaming machine 1, closing the V large prize opening and preventing game balls from entering (passing through) the V large prize opening. On the other hand, when the solenoid 83 is in the on state, the large prize opening door slides toward the back side of the pachinko gaming machine 1, opening the V large prize opening and making it easier for game balls to enter the V large prize opening.

[0025] A gaming ball that enters the V large prize opening is detected by the V prize opening switch 24 (see FIG. 6) as it passes through a specific area (also referred to as the V prize opening area) provided inside the V large prize opening. When the gaming ball is detected by the V prize opening switch 24, the gaming state is controlled to a probability variable state. In other words, in this embodiment, a V prize occurs on the condition that a gaming ball enters the V large prize opening during a round in the jackpot gaming state, and the gaming state is controlled to a probability variable state. The normal large prize opening and the V large prize opening are collectively referred to as large prize openings. The large prize opening is also referred to as an attacka.

[0026] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0027] In the pachinko gaming machine 1, normal symbols are variably displayed as a plurality of types of normal identification information different from the special symbols. Such variable display of normal symbols is also called a normal symbol game.

[0028] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0029] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0030] At the upper left and right positions of the gaming machine frame 3, speakers 8L and 8R are provided for reproducing and outputting sound effects and the like.

[0031] A movable body 32 that moves in accordance with the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is configured with the character string "POWERFUL II." "POWERFUL II" may be the model name of the pachinko gaming machine 1, or may be a name representing the content used in the pachinko gaming machine 1 (for example, the title of an anime or the name of a singer). The characters attached to the movable body 32 may also represent the name of a character that appears in the content used in the pachinko gaming machine 1 (for example, "Yume Yume" representing the main character Yume Yume-chan). In this embodiment, the model name of the pachinko gaming machine 1 (Powerful II) is shown on the movable body 32.

[0032] 1, the movable body 32 is movable between a position above the image display device 5 and a position where it overlaps (superimposes) the front of the image display device 5. Specifically, the movable body 32 stops at a position where it overlaps (superimposes) the front of the image display device 5 by causing the letters "POWERFULII" to fall diagonally (falling so that the "P" is at the bottom and the "II" is at the top). The movable body 32 is also referred to as a special object.

[0033] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0034] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray, from which prize balls are paid out when the upper tray is full.

[0035] A stick controller 31A is attached to a predetermined position on the gaming machine frame 3 below the gaming area as a control stick that can be held by a player and tilted (forward, backward, left, right, or by pulling it toward the player). A controller sensor unit 35A (see FIG. 6) that detects tilting of the control stick is provided inside the main body of the stick controller 31A. The stick controller 31A also has a built-in vibrator motor (not shown) that vibrates the stick controller 31A. The stick controller 31A is also called a "trigger" because it can be pulled toward the player.

[0036] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 6).

[0037] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0038] The pachinko gaming machine 1 includes a special symbol LED board 20 at the lower left of the gaming board 2. The special symbol LED board 20 is controlled by the gaming control microcomputer 100 and is an LED board that indicates the first reserved memory count, the second reserved memory count, and the like by turning on, blinking, or off LEDs. The special symbol LED board 20 indicates the type of special symbol (first special symbol) in the first special symbol game and the type of special symbol (second special symbol) in the second special symbol game by combining the lighting modes, such as lighting, blinking, or off, of multiple LEDs. For example, as shown in FIG. 4(a) (described later), the special symbol LED board 20 indicates the type of first special symbol by combining the lighting modes, such as lighting, blinking, or off, of multiple LEDs provided in the special symbol 1 variable display unit 21, and indicates the type of second special symbol by combining the lighting modes, such as lighting, blinking, or off, of multiple LEDs provided in the special symbol 2 variable display unit 22. In the present embodiment, the term "lighting mode" is used as a concept that includes lighting, blinking, and extinguishing of various lamps such as a frame lamp, which will be described later.

[0039] Furthermore, the pachinko gaming machine 1 includes a fourth symbol unit 50 at the lower left of the image display device 5. The fourth symbol unit 50 is an LED board controlled by the performance control CPU 120, and uses LEDs to indicate changes in special symbols, the number of reserved symbols, and right-hit display, etc., by turning on, blinking, or off. The fourth symbol unit 50 displays the type of special symbol (first special symbol) in the first special symbol game and the type of special symbol (second special symbol) in the second special symbol game using a combination of lighting modes, such as lighting on, blinking, or off, of multiple LEDs. For example, as shown in FIG. 4(b) (described later), the fourth symbol unit 50 displays the type of first special symbol using a combination of lighting modes, such as lighting on, blinking, or off, of multiple LEDs provided in the special symbol 1 variable display unit 53, and displays the type of second special symbol using a combination of lighting modes, such as lighting on, blinking, or off, of multiple LEDs provided in the special symbol 2 variable display unit 54.

[0040] The pachinko gaming machine 1 is equipped with a plurality of lamps (also referred to as game effect lamps) on the gaming board 2 and the gaming machine frame 3. Specifically, the pachinko gaming machine 1 is equipped with a role lamp 9A provided on the movable body 32, a board left lamp 9B provided on the left side of the gaming board 2, an attacca lamp 9E provided near the special variable prize ball device 7B, a V attacca lamp 9F provided near the special variable prize ball device 7A, a V lamp 9G that notifies that a jackpot game round is in progress in which a V big prize opening is open and a V prize can occur, or that a V prize has occurred, an electric chute lamp 9H provided near the variable prize ball device 6B, a stick controller lamp 9J provided on the stick controller 31A, a push button lamp 9K provided on the push button 31B, a frame left lamp 9L provided on the left side of the gaming machine frame 3, and a frame right lamp 9R provided on the right side of the gaming machine frame 3. The V lamp may be used to notify that a jackpot has occurred.

[0041] The accessory lamp 9A is composed of multiple lamps, such as accessory lamps 9A1 to 9A4. Specifically, a component bearing the word "POWERFULII" included in the movable body 32 is divided into four parts, with accessory lamp 9A1 being located behind the "P" and "O" parts, accessory lamp 9A2 being located behind the "W" and "E" parts, accessory lamp 9A3 being located behind the "R" and "F" parts, and accessory lamp 9A4 being located behind the "U" and "L" parts. As a result, accessory lamps 9A1 to 9A4 light up (emit light) on the back of the component bearing the word "POWERFULII," causing "POWERFULII" to light up (emit light).

[0042] The left board lamp 9B is made up of multiple lamps such as left board lamps 9B1 to 9B5. A main character (for example, "Yume Yume," which refers to the main character Yume Yume-chan) in the content used in the pachinko gaming machine 1 is depicted on the left side of the game board 2, and the left board lamps 9B1 to 9B5 are each located behind the part of the game board 2 where the main character is depicted. As a result, when the left board lamps 9B1 to 9B5 light up (emit light) behind the part of the game board 2 where the main character is depicted, the part of the game board 2 where the main character is depicted lights up (emits light).

[0043] The attacca lamp 9E is located on the back side of the gaming board 2 near the special variable winning ball device 7B. As a result, when the attacca lamp 9E lights up (emits light) on the back side of the gaming board 2, it lights up (emits light) the area around the special variable winning ball device 7B. Also, the V attacca lamp 9F is located on the back side of the gaming board 2 near the special variable winning ball device 7A. As a result, when the V attacca lamp 9F lights up (emits light) on the back side of the gaming board 2, it lights up (emits light) the area around the special variable winning ball device 7A.

[0044] The V lamp 9G is located behind the part of the game board 2 that is marked with a "V." As a result, when the V lamp 9G lights up (emits light) behind the part of the game board 2 that is marked with a "V," the part of the game board 2 that is marked with a "V" lights up (emits light). The electric chute lamp 9H is located near the variable winning ball device 6B, and when it lights up (emits light), it lights up (emits light) the area near the special variable winning ball device 7B.

[0045] The stick controller lamp 9J is provided on the stick controller 31A, and when turned on (lights up), it lights up (lights up) the stick controller 31A. The push button lamp 9K is provided on the push button 31B, and when turned on (lights up), it lights up (lights up) the push button 31B.

[0046] The left frame lamp 9L is composed of multiple lamps 9L1-9L12 (described later in FIG. 3) provided on the left side of the gaming machine frame 3. When each lamp is turned on (illuminated), the left side of the gaming machine frame 3 is illuminated (lighted). The right frame lamp 9R is composed of multiple lamps 9R2-9L12 (described later in FIG. 3) provided on the right side of the gaming machine frame 3. When each lamp is turned on (illuminated), the right side of the gaming machine frame 3 is illuminated (lighted). The left frame lamp 9L and the right frame lamp 9R are collectively referred to as frame lamps. The accessory lamp 9A, left board lamp 9B, attacca lamp 9E, V attacca lamp 9F, V lamp 9G, electric chute lamp 9H, stick controller lamp 9J, push button lamp 9K, left frame lamp 9L, and right frame lamp 9R are collectively referred to as game effect lamps 9.

[0047] FIG. 2 is a rear perspective view of the pachinko gaming machine 1 according to this embodiment. A main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. A setting key 51 and a setting changeover switch 52 are provided on the main board 11. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17 (see FIG. 6).

[0048] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 (see FIG. 6) is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.

[0049] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacka) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacka) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values ​​in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.

[0050] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0051] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0052] FIG. 3 is a diagram illustrating the frame lamps. The frame left lamp 9L has a group of 12 lamps, frame left lamps 9L1 to 9L12, arranged counterclockwise from the top to the bottom of the gaming machine frame 3. The frame left lamp 9L lights up or flashes each of the multiple lamps (12 lamps in this example), thereby illuminating the left side of the gaming machine frame 3. On the other hand, the frame right lamp 9R has a group of 11 lamps, frame left lamps 9R2 to 9L12, arranged clockwise from the top to the bottom of the gaming machine frame 3. The frame right lamp 9R lights up or flashes each of the multiple lamps (11 lamps in this example), thereby illuminating the right side of the gaming machine frame 3.

[0053] 4 is a diagram for explaining the special symbol LED board 20 and the fourth symbol unit 50. As shown in FIG. 4(a), the special symbol LED board 20 includes a special symbol 1 variable display unit 21 that shows the variable display of the first special symbol, a special symbol 2 variable display unit 22 that shows the variable display of the second special symbol, a special symbol 1 memory display unit 23 that shows the first reserved memory number corresponding to the first special symbol game, a special symbol 2 memory display unit 24 that shows the second reserved memory number corresponding to the second special symbol game, a regular symbol memory display unit 25 that shows the regular symbol reserved memory number, a regular symbol display unit 26 that shows the variable display of the regular symbol, a right-hit display unit 30 that prompts the player to hit the right, a probability variable display unit 28 that shows whether or not a probability variable state is in effect, a time-saving display unit 29 that shows whether or not a time-saving state is in effect, and a round display unit 27 that shows the number of rounds of the jackpot. Each display unit can inform the player of the presence or absence of variable display of special or normal patterns, the results, the current game status, the number of reserved symbols, etc., by lighting or flashing using lighting means such as an LED.

[0054] For example, the special symbol 1 variable display unit 21 notifies the player whether or not a variable display of the first special symbol in the first special symbol game is being performed, and the stopped symbol of the first special symbol determined by the result of the variable display, by lighting / flashing / extinguishing with a lighting means such as an LED. The special symbol 2 variable display unit 22 notifies the player whether or not a variable display of the second special symbol in the second special symbol game is being performed, and the stopped symbol of the second special symbol determined by the result of the variable display, by lighting / flashing / extinguishing with a lighting means such as an LED.

[0055] Furthermore, the special symbol LED board 20 can prompt the player to make a right hit by lighting / flashing / turning off lighting means such as an LED in the right hit display unit 30. In this embodiment, when the player is prompted to make a right hit, the lighting means such as an LED in the right hit display unit 30 lights up (emits light), and when the player is not prompted to make a right hit, i.e., when the player is prompted to make a left hit, the lighting means such as an LED in the right hit display unit 30 turns off. After the pattern is determined, the CPU 103 sends a right hit display lighting command to the performance control CPU 120 and turns on the right hit display unit 30, and after the pattern is determined by the final variation in the high base state before returning to the normal state, it sends a right hit display turning off command to the performance control CPU 120 and turns off the right hit display unit 30. In addition, if the pachinko game machine 1 has a jackpot that is not controlled to a high base after the jackpot game state, the performance control CPU 120 may light up the right-hit display unit 30 only during the jackpot round. In this case, the CPU 103 sends a jackpot end designation command to the performance control CPU 120 and turns off the right-hit display unit 30.

[0056] Here, right-hand hit refers to operating the ball-hitting handle 30 to launch the game ball toward the second downflow path of the first and second downflow paths through which the game medium can flow in the game area provided on the game board 2. The first downflow path is, for example, a path that passes through the left side of the game area, and beyond which the first start winning hole formed in the winning ball device 6A exists, but the second start winning hole formed in the variable winning ball device 6B does not exist. The second downflow path is, for example, a path that passes through the right side of the game area, and beyond which the second start winning hole and the special winning hole (normal special winning hole, V special winning hole) formed in the variable winning ball device 6B exist. When the player launches the game ball toward the first downflow path, the game ball flows through the first downflow path toward the first start winning hole. When a player launches a game ball toward the second flow path, the game ball passes through the second flow path and flows toward the second start winning port or the big winning port (normal big winning port, V big winning port).

[0057] In this embodiment, during a jackpot game after a jackpot occurs, or during a game state after the jackpot game (time-saving state or probability variable state), the player hits the right side of the jackpot to cause a game ball to enter the second start prize entry slot or the special prize entry slot located on the right side of the game area. During this time, the right-hit display unit 30 prompts the player to hit the right side. By hitting the right side while the prompt is displayed, the player can cause a game ball to enter the second start prize entry slot, resulting in a predetermined number of prize balls (e.g., three balls) being paid out and the player can gain the right to play the second special game. Alternatively, the player can hit the normal special prize entry slot, resulting in a predetermined number of prize balls (e.g., ten balls) being paid out. Furthermore, as will be described in more detail below, during a probability variable jackpot round, the V special prize entry slot opens. By hitting the right side while the prompt is displayed, the player can cause a game ball to enter the V special prize entry slot and gain the right to enter the probability variable state. Therefore, by hitting to the right while the display encouraging the player to hit to the right is being displayed, the player may gain an overall advantage. Note that, unlike hitting to the right, operating the ball-hitting operation handle 30 so as to launch the game ball toward the first flow path (hitting style) is also referred to as hitting to the left.

[0058] As shown in Figure 4(b), the fourth symbol unit 50 includes a special symbol 1 memory display unit 51 that indicates the first reserved memory number corresponding to the first special symbol game, a special symbol 2 memory display unit 52 that indicates the second reserved memory number corresponding to the second special symbol game, a special symbol 1 variable display unit 53 that indicates the status or display result of the variable display of the first special symbol, a special symbol 2 variable display unit 54 that indicates the status or display result of the variable display of the second special symbol, and a right-hit display unit 55 that prompts the player to hit right. Each display unit can notify the player of the presence or absence of a variable display of a special symbol, the number of reserved symbols, and a right-hit instruction by lighting / blinking / turning off using lighting means such as an LED.

[0059] For example, the special symbol 1 variable display unit 53 notifies the player whether or not a variable display of the first special symbol in the first special symbol game is being performed, and the stopped symbol of the first special symbol determined by the result of said variable display, by lighting / flashing / extinguishing with a lighting means such as an LED. The special symbol 2 variable display unit 54 notifies the player whether or not a variable display of the second special symbol in the second special symbol game is being performed, and the stopped symbol of the second special symbol determined by the result of said variable display, by lighting / flashing / extinguishing with a lighting means such as an LED.

[0060] Hereinafter, the display of the change in the stopped pattern of the first special pattern by lighting means such as LEDs in the special pattern 1 variable display unit 21 and the special pattern 1 variable display unit 53 will also be referred to as the change in the stopped pattern of the first special pattern (variable display). Also, the display of the change in the stopped pattern of the second special pattern by lighting means such as LEDs in the special pattern 2 variable display unit 22 and the special pattern 2 variable display unit 54 will also be referred to as the change in the stopped pattern of the second special pattern (variable display).

[0061] Furthermore, in this embodiment, when the player is prompted to make a right hit, the lighting means such as an LED in the right hit display unit 55 of the fourth symbol unit 50 lights up (emits light), and when the player is not prompted to make a right hit, i.e., when the player is prompted to make a left hit, the lighting means such as an LED in the right hit display unit 55 is turned off. The performance control CPU 120 turns on the right hit display unit 55 based on receiving a right hit display lighting command from the CPU 103 after the symbol is determined, and turns off the right hit display unit 55 based on receiving a right hit display turning off command from the CPU 103 after the symbol is determined by the final variation in the high base state before returning to the normal state. Note that if the pachinko gaming machine 1 has a jackpot that is not controlled to the high base after the jackpot gaming state, the performance control CPU 120 may turn on the right hit display unit 55 only during the jackpot round. In this case, the performance control CPU 120 turns off the right-hit display unit 55 based on receiving a jackpot end designation command from the CPU 103.

[0062] FIG. 4(c) is a diagram illustrating the relationship between the fourth symbol unit and the game effect lamp. In the pachinko gaming machine 1, when the performance control CPU 120 receives a front fluctuation pattern command and a rear fluctuation pattern command, or a symbol determination command, among the performance control commands, the fourth symbol unit 50 and the game effect lamp are controlled to switch between on / off states (e.g., on / off / blinking). The front fluctuation pattern command and the rear fluctuation pattern command are commands output from the CPU 103 of the game control microcomputer 100 to the performance control CPU 120 of the performance control board 12, and the front fluctuation pattern command and the rear fluctuation pattern command are output as a set from the CPU 103 to the performance control CPU 120. Hereinafter, the front fluctuation pattern command and the rear fluctuation pattern command will be collectively referred to as a fluctuation pattern command.

[0063] Specifically, when the effect control CPU 120 receives a variation pattern command from the CPU 103, it changes the lighting state of the LEDs (the special symbol 1 variable display 53 and the special symbol 2 variable display 54) in the fourth symbol unit 50. For example, when the effect control CPU 120 receives a variation pattern command corresponding to the first special symbol game from the CPU 103, it switches the lighting state of the special symbol 1 variable display 53 from off, which indicates the first special symbol has stopped, to flashing, which indicates the first special symbol is fluctuating, based on the received variation pattern command. Also, when the effect control CPU 120 receives a variation pattern command corresponding to the second special symbol game from the CPU 103, it switches the lighting state of the special symbol 2 variable display 54 from off, which indicates the second special symbol has stopped, to flashing, which indicates the second special symbol is fluctuating, based on the received variation pattern command.

[0064] On the other hand, even if the performance control CPU 120 receives a variation pattern command from the CPU 103, it does not change the lighting state of the LED (frame lamp, etc.) in the game effect lamp, but maintains the lighting state before receiving the variation pattern command.

[0065] Furthermore, when the performance control CPU 120 receives a symbol determination command from the CPU 103, it changes the lighting state of the LEDs (the special symbol 1 variable display 53 and the special symbol 2 variable display 54) in the fourth symbol unit 50. For example, when the performance control CPU 120 receives a symbol determination command from the CPU 103 specifying that the symbol variation in the first special symbol game is to end, it switches the lighting state of the special symbol 1 variable display 53 from flashing, which indicates the variation of the first special symbol, to off, which indicates the stop of the first special symbol, based on the received symbol determination command. Furthermore, when the performance control CPU 120 receives a symbol determination command from the CPU 103 specifying that the symbol variation in the second special symbol game is to end, it switches the lighting state of the special symbol 2 variable display 54 from flashing, which indicates the variation of the second special symbol, to off, which indicates the stop of the second special symbol, based on the received symbol determination command.

[0066] On the other hand, even if the CPU 120 for performance control receives a pattern determination command from the CPU 103, it does not change the lighting state of the LED (frame lamp, etc.) in the game effect lamp, but maintains the lighting state before receiving the pattern determination command.

[0067] In this way, in the pachinko gaming machine 1, the state of the lamp (LED) in the fourth symbol unit 50 changes in response to receiving a variation pattern command or a symbol determination command. In contrast, in the pachinko gaming machine 1, the state of the lamp in the game effect lamp 9 is maintained before and after receiving a variation pattern command or a symbol determination command, regardless of whether the command is received. Note that the pachinko gaming machine 1 may change the state of the game effect lamp 9 in response to receiving a variation pattern command. For example, when the game state changes from the normal state to the time-shortened state after a jackpot, the pachinko gaming machine 1 may change the state of the game effect lamp 9 from the lighting state in the normal state to the lighting state in the time-shortened state in response to receiving a variation pattern command that starts the time-shortened state.

[0068] FIG. 5 is a diagram illustrating the display mode of the screen of the image display device 5. Most of the display area of ​​the image display device 5 is used to display images such as variable display of decorative symbols and reach effects. Specifically, in the center of the screen of the image display device 5, in synchronization with the first special symbol game and the second special symbol game, variable display of decorative symbols (such as symbols indicating numbers) as multiple types of decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The synchronously executed special symbol games and variable display of decorative symbols are collectively referred to simply as "variable display."

[0069] At the bottom of the screen of the image display device 5, there are provided a first hold memory display area 5D in which the first hold memory number can be displayed by the number of circular hold displays, a second hold memory display area 5U in which the second hold memory number can be displayed by the number of circular hold displays, and an active display area 5A for displaying the hold display corresponding to the variable display currently being executed as an active display.

[0070] A fourth symbol 5J is displayed in the upper right corner of the screen of the image display device 5, indicating that the special symbol is being displayed in a variable manner. Below the fourth symbol 5J, numbers indicating the first and second reserved memory numbers are displayed. The numbers indicating the reserved numbers indicate the first and second reserved memory numbers on the left and right, respectively. Below the display indicating the reserved numbers, small symbols 5M, which are smaller than the decorative symbols, are displayed. The small symbols are arranged horizontally, corresponding to the decorative symbols displayed in the "left" decorative symbol display area 5L, the decorative symbols displayed in the "center" decorative symbol display area 5C, and the decorative symbols displayed in the "right" decorative symbol display area 5R. Furthermore, the small symbols 5M are never hidden during variable display and are always displayed on the screen of the image display device 5.

[0071] 5, the decorative pattern is arranged in the center of the screen of the image display device 5, and the small pattern 5M is arranged at the right end of the screen of the image display device 5 in a size smaller than the decorative pattern. Therefore, the visibility of the small pattern 5M is lower than that of the decorative pattern.

[0072] As shown in Fig. 5(a), the shape of the screen of the image display device 5 is rectangular or approximately rectangular, but the game board 2 is fixed so as to cover the edge of the screen of the image display device 5. Therefore, as shown in Fig. 5(b), when the pachinko gaming machine 1 is viewed from the front, part of the screen of the image display device 5 (especially the edge) cannot be seen or is difficult to see because of the game board 2.

[0073] <Board configuration> FIG. 6 is a diagram for explaining various boards mounted on the pachinko gaming machine 1. As shown in FIG. 6, the pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a relay board 15, and the like. In addition, various boards such as a payout control board, an information terminal board, and a launch control board are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 connected to a power switch 91 is also mounted. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also include electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.

[0074] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0075] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0076] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and an RTC (Real Time Clock) 106.

[0077] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.

[0078] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0079] I / O 105 is configured to include, for example, an input port to which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals for controlling (driving) the special LED board 20, etc., solenoid drive signals).

[0080] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23, V winning switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed or entered.

[0081] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch 92 provided on the power supply board 17.

[0082] The output circuit 111 transmits a solenoid drive signal from the game control microcomputer 100 to the solenoid 81, the solenoid 82, or the solenoid 83.

[0083] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0084] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0085] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0086] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0087] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances together with the display control unit 123 (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0088] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0089] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0090] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The effect control CPU 120 supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 in order to output sound synchronized with the display of the effect image, and supplies brightness data (a signal designating the on / off state of the lamp) to the LED driver in order to turn on / off the game effect lamp 9. The effect control CPU 120 also supplies a signal to operate the movable body 32 to the movable body 32 or to a drive circuit that drives the movable body 32.

[0091] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0092] As will be described in more detail later, each game effect lamp has a game effect lamp LED board equipped with an LED (lamp) and an LED driver that supplies current to the LED. The LED driver adjusts the current to each LED (lamp) included in the game effect lamp 9 based on brightness data from the performance control CPU 120, thereby turning the game effect lamp 9 on / blinking / extinct. In this way, the performance control CPU 120 controls the turning on / blinking / extinction of the game effect lamp 9.

[0093] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0094] The I / O 125 mounted on the performance control board 12 is configured to include an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, and brightness data signals).

[0095] Sub-substrates other than the main substrate 11, such as the performance control substrate 12 and the sound control substrate 13, are also called sub-substrates. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0096] The fourth symbol unit 50 is connected to the performance control board 12, and each display section can be turned on (blinked) under the control of the performance control CPU 120.

[0097] <Outline of game progress> In the pachinko gaming machine 1 having the above-described configuration, the game progresses as follows. The player rotates the ball-hitting operation handle 30 provided on the pachinko gaming machine 1, causing the gaming ball to be launched toward the gaming area. When the gaming ball passes through the passing gate 41, a normal game is started using the normal symbol display 20. If the gaming ball passes through the passing gate 41 while the previous normal game is being played (if the gaming ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit (for example, 4).

[0098] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0099] When a game ball enters the first start winning hole formed in the winning ball device 6A, the first special symbol game is started by the special symbol 1 variable display unit 21 of the special symbol LED board 20.

[0100] When a game ball enters the second start winning hole formed in the variable winning ball device 6B, the second special symbol game is started by the special symbol 2 variable display section 22 of the special symbol LED board 20.

[0101] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).

[0102] In the special symbol game, a "jackpot" occurs when the combination of lighting modes of the multiple LEDs provided in the special symbol 1 variable display unit 21 and the special symbol 2 variable display unit 22 of the special symbol LED board 20 is a combination of lighting modes that corresponds to a specific special symbol (jackpot symbol; the actual symbol varies depending on the type of jackpot described below). Note that the lighting mode that corresponds to a specific special symbol (jackpot symbol) in the combination of lighting modes of the multiple LEDs provided in the special symbol 1 variable display unit 21 and the special symbol 2 variable display unit 22 of the special symbol LED board 20 is also referred to as a "specific display result." Also, a "loss" occurs when the combination of lighting modes of the multiple LEDs provided in the special symbol 1 variable display unit 21 and the special symbol 2 variable display unit 22 of the special symbol LED board 20 is a combination of lighting modes that corresponds to a special symbol (loss symbol) that is different from the jackpot symbol. In addition, the lighting mode corresponding to a special pattern (losing pattern) different from the winning pattern in the combination of lighting modes of multiple LEDs provided in the special pattern 1 variable display section 21 and the special pattern 2 variable display section 22 of the special pattern LED board 20 is also referred to as the ``losing display result.''

[0103] After the display result in the special game becomes "jackpot," the game state is controlled to a jackpot game state, which is an advantageous state for the player. It may also be controlled to a small jackpot game state as an advantageous state. Here, a small jackpot is a win in which the number of times the large prize entry port is allowed to open is smaller than that of a jackpot. It should be noted that when the small jackpot game state ends, the game state does not change. In other words, there is no transition from a special jackpot state to a normal state or from a normal state to a special jackpot state before or after the small jackpot game state. In addition, similar to the jackpot types, small jackpot types may also be set for "small jackpots."

[0104] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. This predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (10 or 7 times) is reached.

[0105] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0106] It should be noted that types of jackpots are set for "jackpots." For example, there are multiple types of opening modes of the jackpot slot (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot types are set according to these. There may be provided jackpot types that can win many prize balls, jackpot types that can win few prize balls, or jackpot types that can win almost no prize balls.

[0107] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability variable state depending on the type of jackpot.

[0108] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0109] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0110] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0111] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not performed after power is turned on, such as when a system reset is performed).

[0112] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0113] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.

[0114] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or enhancing the excitement of the game) are executed according to the progress of the game. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be executed by audio output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or by using any effect device including some or all of these.

[0115] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0116] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.

[0117] Furthermore, a reach effect is executed in response to the above-mentioned reach state being reached during the variable display of the decorative symbols. In the pachinko gaming machine 1, multiple types of reach effects are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) that the display result (the display result of the special symbol game or the display result of the variable display of the decorative symbols) will result in a "jackpot" depending on the effect state. The reach effects include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach. Furthermore, the super reach includes a first half of the super reach that ends with the first half of the super reach, a second half of the super reach that develops from the first half of the super reach, and a final reach that develops from the first half of the super reach. In this embodiment, the jackpot reliability is higher when the display result of the variable display is derived in the first half of the super reach than when the display result of the variable display is derived in the normal reach. Furthermore, the jackpot reliability is higher when the display result of the variable display is derived in the second half of the super reach than when the display result of the variable display is derived in the first half of the super reach. Furthermore, the reliability of a jackpot is higher when the display result of the variable display is derived in the final reach than when the display result of the variable display is derived in the second half of the super reach. Note that, hereinafter, "Super Reach" will also be referred to as "SP Reach," "the first half of Super Reach" as "SP first half (SP first half reach)," "the second half of Super Reach" as "SP second half (SP second half reach)," and "final Reach" as "SP final (SP final reach)."

[0118] When the display result of the special game is a combination of lighting modes corresponding to a "jackpot" (the specific display result described above), a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped in line on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0119] In the case of a "probability variable jackpot" in which the probability variable state is reached after the jackpot gaming state ends, odd-numbered decorative symbols (e.g., "7") may be displayed in a line-up, while in the case of a "non-probability variable jackpot (normal jackpot)" in which the probability variable state is reached after the jackpot gaming state ends, even-numbered decorative symbols (e.g., "6") may be displayed in a line-up. In this case, odd-numbered decorative symbols are also referred to as probability variable symbols, and even-numbered decorative symbols are also referred to as non-probability variable symbols (normal symbols). After a reach state is reached with a non-probability variable symbol, a promotion effect may be executed that ultimately results in a "probability variable jackpot." As a promotion effect, for example, a non-probability variable symbol (normal symbol) may be temporarily stopped as a jackpot display result, and then a re-lottery effect may be executed to determine whether or not the symbol will be promoted to a probability variable symbol. Furthermore, a round promotion effect may be executed during the jackpot gaming state, in which a non-probability variable jackpot is promoted to a probability variable jackpot.

[0120] When the display result of the special symbol game is a combination of lighting modes corresponding to a "miss" (the above-mentioned miss display result), the mode of the variable display of the decorative symbols does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbols (the display result of the variable display of the decorative symbols becomes a "non-reach miss"). Also, when the display result is a "miss", after the mode of the variable display of the decorative symbols becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbols (the display result of the variable display of the decorative symbols becomes a "reach miss").

[0121] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, other effects, for example, a preview effect that predicts the jackpot reliability, is executed during the variable display of the decorative symbols. Preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0122] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.

[0123] During the jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. As the jackpot effect, an effect to notify the number of rounds or an improvement effect to indicate that the value of the jackpot gaming state is increasing may be executed.

[0124] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0125] <Various tables related to jackpots> Various tables relating to jackpots will be explained with reference to Figures 7 and 8.

[0126] [Winning Type] 7 is a diagram for explaining the types of wins. As shown in Fig. 7, the win type table shows the jackpot probability after the end of the jackpot game state, the base after the end of the jackpot game state, and the number of openings (number of rounds) in the jackpot for each type (type) of win in the jackpot.

[0127] Specifically, there are three types of jackpots: normal jackpot 1, 2, and probability jackpot 1 to 9. In the following, the notation for each round may be represented by "R." For example, the first round is also called the 1st round, and the second round is also called the 2nd round.

[0128] Normal jackpot 1 is a jackpot that is controlled to a low probability state and a high base state after the end of the 3-round jackpot game state. In normal jackpot 1, this low probability high base state continues until the variable display (special chart variation) is executed for a predetermined number of times (for example, 50 times).

[0129] Normal jackpot 2 is a jackpot that is controlled to a low probability state and a high base state after the end of the 3-round jackpot game state. In normal jackpot 2, this low probability high base state continues until the variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0130] Probability variable jackpots 1 to 5 are jackpots that are controlled to a high probability state and a high base state after the end of a 3-round jackpot game state. In probability variable jackpot 1, this high probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0131] The probability variable jackpot 6 is a jackpot that is controlled to a high probability state and a high base state after the end of the 5-round jackpot game state. In the probability variable jackpot 6, such a high probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0132] The probability variable jackpot 7 is a jackpot that is controlled to a high probability state and a high base state after the end of the 7-round jackpot game state. In the probability variable jackpot 7, such a high probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0133] The probability variable jackpots 8 and 9 are jackpots that are controlled to a high probability state and a high base state after the end of the 10-round jackpot game state. In the probability variable jackpots 8 and 9, this high probability high base state continues until the variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0134] [Random numbers] FIG. 8 is a diagram for explaining each random number. As shown in FIG. 8, each random number is used as follows. Specifically, Random 1 is a random counter for determining whether or not a jackpot has been reached. Random 1 is, for example, incremented by one from 1 up to its upper limit of 65,536, and then incremented again from 1. Random 2 is a random counter (for determining the type of jackpot) that determines the type (category) of jackpot.

[0135] Random 3 and Random 4 are random counters (for determining the later fluctuation pattern) that determine the fluctuation pattern (hereinafter referred to as the later fluctuation pattern) (fluctuation time) corresponding to the later fluctuation of the fluctuation pattern. Later fluctuation refers to the fluctuation of the latter part of the special pattern fluctuation. Random 3 is a random counter that determines the later fluctuation pattern corresponding to a miss, and for example, it is updated by 1, and is updated by increments from 1 up to its upper limit of 65519, and then it is updated by increments from 1 again. Random 4 is a random counter that determines the later fluctuation pattern corresponding to a win, and for example, it is updated by increments from 1 up to its upper limit of 239, and then it is updated by increments from 1 again.

[0136] Random 5 is a random counter (for determining a previous variation pattern) that determines the variation pattern (hereinafter referred to as a previous variation pattern) (variation time) that corresponds to the previous variation among the variation patterns. A previous variation refers to the variation in the first half of the special pattern variation. Random 5, for example, is incremented by one from 1 up to its upper limit of 251, and then incremented again from 1. Random 6 is a random counter (for determining whether a win is generated based on a normal pattern). Random 6, for example, is incremented by one from 1 up to its upper limit of 201, and then incremented again from 1.

[0137] In this embodiment, whether or not the game state is controlled to a jackpot game state that is advantageous to the player is determined based on the value of a jackpot determination random number (Random 1). Then, which of the multiple types of jackpots will be selected is determined based on the value of a jackpot type determination random number (Random 2). At this time, the jackpot symbol may also be determined based on the value of Random 2.

[0138] In addition, first, the subsequent fluctuation pattern is determined according to whether the result is a hit or a miss using the subsequent fluctuation pattern determination random number (Random 3, 4), and the previous fluctuation pattern is determined using the previous fluctuation pattern determination random number (Random 5). In this way, in this embodiment, the fluctuation pattern is determined by a two-stage lottery process.

[0139] [Jackpot determination table, jackpot type determination table] 9 is a diagram for explaining the jackpot determination table and the jackpot type determination table. These tables are stored in the ROM 101.

[0140] 9(a) is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in ROM 101, and is a table in which a jackpot determination value to be compared with Random 1 is set. The jackpot determination table includes a normal (non-probability variable) jackpot determination table used in the normal state (a gaming state that is not in the probability variable state, i.e., a non-probability variable state), and a probability variable jackpot determination table used in the probability variable state.

[0141] In the normal jackpot determination table, jackpot determination values ​​are set for the number of determination values ​​listed in the upper column of Figure 9(a), and in the probability variable jackpot determination table, jackpot determination values ​​are set for the number of determination values ​​listed in the lower column of Figure 9(a). The probability variable jackpot determination values ​​set in the probability variable jackpot determination table are the jackpot determination values ​​common to the jackpot determination values ​​set in the normal jackpot determination table, plus a jackpot determination value specific to the probability variable, so that a larger number of jackpot determination values ​​are set than in the normal jackpot determination table. As a result, in the probability variable state, a jackpot is determined to occur with a higher probability than in the normal state.

[0142] At a predetermined time, the CPU 103 extracts the count value of the random number circuit 104 and compares the extracted value with the value of the random number (Random 1) for determining a jackpot. If the random number value for determining a jackpot matches any of the jackpot determination values ​​shown in Figure 9(a), it determines that the special symbol will be a jackpot (normal jackpot or probability variable jackpot). Figure 9(a) also shows the probability (percentage) of a jackpot or a loss.

[0143] 9(b) and (c) are explanatory diagrams showing the jackpot type determination table. Fig. 9(b) is a first special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined to be a jackpot by the first special symbol. Fig. 9(c) is a second special symbol jackpot type determination table used to determine the jackpot type when a jackpot is determined to be a jackpot by the second special symbol.

[0144] In the first special chart jackpot type determination table of Figure 9(b), the determination values ​​are set as the number of determination values ​​corresponding to each of normal jackpots 1 and 2 and probability variable jackpots 1 to 4, which are numerical values ​​to be compared with the value of random 2 for jackpot type determination. For example, as shown in Figure 9(b), for the first special chart, normal jackpot 1 is assigned 25 random 2 values ​​out of 100 random 2 values, normal jackpot 2 is assigned 25 random 2 values ​​out of 100 random 2 values, probability variable jackpot 1 is assigned 5 random 2 values ​​out of 100 random 2 values, probability variable jackpot 2 is assigned 37 random 2 values ​​out of 100 random 2 values, probability variable jackpot 3 is assigned 4 random 2 values ​​out of 100 random 2 values, and probability variable jackpot 4 is assigned 4 random 2 values ​​out of 100 random 2 values.

[0145] In the second special symbol jackpot type determination table of Figure 9(c), the determination values ​​are set as the number of determination values ​​corresponding to each of the probability variable jackpots 5 to 9, which are numerical values ​​to be compared with the value of random 2. For example, as shown in Figure 9(c), for the second special symbol, probability variable jackpot 5 is assigned 10 random 2 values ​​out of 100 random 2 values, probability variable jackpot 6 is assigned 5 random 2 values ​​out of 100 random 2 values, probability variable jackpot 7 is assigned 5 random 2 values ​​out of 100 random 2 values, probability variable jackpot 8 is assigned 70 random 2 values ​​out of 100 random 2 values, and probability variable jackpot 9 is assigned 10 random 2 values ​​out of 100 random 2 values.

[0146] Using these various jackpot type determination tables, the CPU 103 determines the jackpot type corresponding to the jackpot type determination value that matches the value of Random 2, and determines the jackpot symbol that matches the value of Random 2. This simultaneously determines the jackpot type and the jackpot symbol that corresponds to the jackpot type.

[0147] <Performance control command> FIG. 10 is a diagram for explaining an example of a presentation control command. The game control microcomputer 100 mounted on the main board 11, which is the main control board, transmits various presentation control commands to the presentation control CPU 120 according to the game control status. The presentation control command is, for example, two bytes in length, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). Note that the command format shown in FIG. 10 is just an example, and other command formats may also be used. Note that, although "(H)" indicates hexadecimal numbers below, this may be omitted in this specification.

[0148] Command 80XX(H) is a variation pattern command that specifies the variation pattern (previous variation pattern) corresponding to the previous variation among the variation patterns of the decorative pattern that are variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the previous variation pattern). The previous variation on the sub side refers to the variation of the first half of the variation of the decorative pattern that are variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of multiple types of previous variation patterns, there is a previous variation pattern command that corresponds to each of the previous variation patterns identified by that number.

[0149] Command 84XX(H) is a variation pattern command that specifies the variation pattern (post-variation pattern) corresponding to the later variation among the variation patterns of the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the post-variation pattern). The post-variation on the sub side refers to the variation of the latter part among the variations of the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of multiple types of post-variation patterns, there is a post-variation pattern command that corresponds to each of the post-variation patterns identified by that number.

[0150] The front variation pattern command and the rear variation pattern command are transmitted as a set of two commands from the CPU 103 to the performance control CPU 120. The performance control CPU 120 cannot identify the variation pattern by receiving only one of the front variation pattern command and the rear variation pattern command, but can identify the variation pattern by receiving both the front variation pattern command and the rear variation pattern command.

[0151] Command 8101(H) is a first variable display start command that specifies the start of variable display of the first special symbol. Command 8102(H) is a second variable display start command that specifies the start of variable display of the second special symbol. When the performance control CPU 101 receives command 8101(H) or command 8102(H), it controls the image display device 5 to start variable display of the decorative symbol.

[0152] Command 8C01(H) is a display result 1 designation command (miss designation command) indicating that a miss has been determined. Command 8C02(H) is a display result 2 designation command (normal jackpot 1 designation command) indicating that a normal jackpot 1 has been determined. Command 8C03(H) is a display result 3 designation command (normal jackpot 2 designation command) indicating that a normal jackpot 2 has been determined. Command 8C04(H) is a display result 4 designation command (probability variable jackpot 1 designation command) indicating that a probability variable jackpot 1 has been determined. Command 8C05(H) is a display result 5 designation command (probability variable jackpot 2 designation command) indicating that a probability variable jackpot 2 has been determined. Command 8C06(H) is a display result 6 designation command (probability variable jackpot 3 designation command) indicating that a probability variable jackpot 3 has been determined. Command 8C07(H) is a display result 7 designation command (probability variable jackpot 4 designation command) indicating that probability variable jackpot 4 has been determined. Command 8C08(H) is a display result 8 designation command (probability variable jackpot 5 designation command) indicating that probability variable jackpot 5 has been determined. Command 8C09(H) is a display result 9 designation command (probability variable jackpot 6 designation command) indicating that probability variable jackpot 6 has been determined. Command 8C10(H) is a display result 10 designation command (probability variable jackpot 7 designation command) indicating that probability variable jackpot 7 has been determined. Command 8C11(H) is a display result 11 designation command (probability variable jackpot 8 designation command) indicating that probability variable jackpot 8 has been determined. Command 8C12(H) is a display result 12 designation command (probability variable jackpot 9 designation command) indicating that probability variable jackpot 9 has been determined. The miss specification command, normal jackpot 1, 2 specification command, and special jackpot 1 to 9 specification command, or these collectively, are also referred to as 8C series commands.

[0153] Command 8D01(H) is a first symbol change designation command that indicates the start of variable display of the first special symbol. Command 8D02(H) is a second symbol change designation command that indicates the start of variable display of the second special symbol. The first symbol change designation command and the second symbol change designation command, or these collectively, are also referred to as 8D commands. Command 8F00(H) is a symbol confirmation designation command that designates the end of the variation of the first special symbol and the second special symbol.

[0154] Command 9000(H) is an initialization specification command that specifies initialization (specifying that the initial screen at power on is displayed) that is sent when power supply to the gaming machine is started. Command 9200(H) is a power outage recovery specification command that specifies power outage recovery (specifying that the power outage recovery screen is displayed) that is sent when power supply to the gaming machine is resumed. Command 9500(H) is a normal state specification command that specifies the background for the normal state. Command 9501(H) is a time-saving state specification command that specifies the background for the time-saving state. Command 9502(H) is a special-variable state specification command that specifies the background for the special-variable state. The normal state specification command, time-saving state specification command, and special-variable state specification command, or these collectively, are also referred to as 95-series commands or background specification commands.

[0155] Command 9F00(H) is a customer waiting demo designation command that specifies transition to a customer waiting demonstration display. Upon receiving the customer waiting demo designation command, the performance control CPU 120 determines that there are no pending balls. Then, 30 seconds after receiving the customer waiting demo designation command, the performance control CPU 120 displays a demonstration image on the image display device 5. Thirty seconds after receiving the customer waiting demo designation command, the performance control CPU 120 lights up the game effect lamp 9 in a demonstration lamp mode. The lighting mode of the game effect lamp 9 for demonstration is more vibrant (high brightness, more flashing, rainbow lighting, etc.) than the lighting mode of the game effect lamp 9 in the normal state. This allows the player to appreciate the appeal of the pachinko gaming machine 1. In the customer waiting demonstration display, the background in the normal state (hereinafter also referred to as the normal background) is displayed, and the decorative symbols are displayed stationary in each of the decorative symbol display areas 5L, 5C, and 5R. Furthermore, in the demonstration display while waiting for customers, the title of the gaming machine 1 (for example, "POWERFUL II") may be displayed, or an introductory image (still image or video) of part of the effects may be displayed.

[0156] Command A001(H) is a jackpot start 1 designation command that specifies the start of normal jackpot 1. Command A002(H) is a jackpot start 2 designation command that specifies the start of normal jackpot 2. Command A003(H) is a special jackpot start 3 designation command that specifies the start of special jackpot 1. Command A004(H) is a special jackpot start 4 designation command that specifies the start of special jackpot 2. Command A005(H) is a special jackpot start 5 designation command that specifies the start of special jackpot 3. Command A006(H) is a special jackpot start 6 designation command that specifies the start of special jackpot 4. Command A007(H) is a special jackpot start 7 designation command that specifies the start of special jackpot 5. Command A008(H) is a special jackpot start 8 designation command that specifies the start of special jackpot 6. Command A009(H) is a variable probability jackpot start 9 designation command that specifies the start of variable probability jackpot 7. Command A010(H) is a variable probability jackpot start 10 designation command that specifies the start of variable probability jackpot 8. Command A011(H) is a variable probability jackpot start 11 designation command that specifies the start of variable probability jackpot 9. Each of the jackpot start 1 to 11 designation commands, or these collectively, are also referred to as A0 series commands.

[0157] A1XX(H) is a command specifying when the large prize opening is open, indicating that the large prize opening is open for the number of times (round) indicated by XX. The command specifying when the large prize opening is open is also referred to as an A1 series command. A2XX(H) is a command specifying when the large prize opening is closed for the number of times (round) indicated by XX. The command specifying when the large prize opening is open is also referred to as an A2 series command.

[0158] Command A301(H) is a jackpot end 1 designation command that specifies the end of normal jackpot 1. Command A302(H) is a jackpot end 2 designation command that specifies the end of normal jackpot 2. Command A303(H) is a jackpot end 3 designation command that specifies the end of variable jackpot 1. Command A304(H) is a jackpot end 4 designation command that specifies the end of variable jackpot 2. Command A305(H) is a jackpot end 5 designation command that specifies the end of variable jackpot 3. Command A306(H) is a jackpot end 6 designation command that specifies the end of variable jackpot 4. Command A307(H) is a jackpot end 7 designation command that specifies the end of variable jackpot 5. Command A308(H) is a jackpot end 8 designation command that specifies the end of variable jackpot 6. Command A309(H) is a jackpot end 9 designation command that specifies the end of variable jackpot 7. Command A310(H) is a jackpot end 10 designation command that specifies the end of variable jackpot 8. Command A311(H) is a jackpot end 11 designation command that specifies the end of variable jackpot 9. Each of the jackpot end 1 to 11 designation commands, or these collectively, are also referred to as A3 series commands.

[0159] Command AD00(H) is a probability change determination device passage designation command that designates that a V win has occurred. The probability change determination device passage designation command is a command that is sent when a gaming ball that has passed through the V large winning port enters the V winning area and is detected by the V winning switch 24.

[0160] Command B100(H) is a first start winning designation command that designates that a first start winning has occurred. Command B200(H) is a second start winning designation command that designates that a second start winning has occurred.

[0161] Command C1XX(H) is a first reserved memory number designation command that designates that the first reserved memory number has reached the number indicated by XX. The first reserved memory number designation command is also referred to as a C1 series command. Command C2XX(H) is a second reserved memory designation command that designates that the second reserved memory number has reached the number indicated by XX. The second reserved memory number designation command is also referred to as a C2 series command.

[0162] Commands C4XX(H) and C6XX(H) are presentation control commands that indicate the contents of the winning judgment results, such as jackpot judgment, jackpot type judgment, and variation pattern type judgment, when a ball starts winning at the first or second starting winning slot. Of these, command C4XX(H) is a design specification command that indicates whether or not a winning will occur and the type of jackpot, among the winning judgment results.

[0163] C7XX(H) is a command for designating a big prize opening entry, which indicates that the gaming ball has passed through the big prize opening in the number of times (round) indicated by XX.

[0164] A command in which MODE is FD(H) and the 4th bit of EXT is 0 is a right-hit display off command that indicates that the right-hit display should be turned off. A command in which MODE data is FD(H) and the 4th bit of EXT data is 1 is a right-hit display on command that indicates that the right-hit display should be turned on. In this embodiment, the right-hit display on command is also referred to as an FD-type command.

[0165] The game control microcomputer 100 determines, at the time of start winning, whether or not a jackpot will occur, the type of jackpot, and the range of judgment values ​​within which the value of the random number for determining the type of variation pattern falls. Then, it sets a value specifying a jackpot and a value specifying the type of jackpot in the EXT data of the symbol designation command, and controls transmission of this to the performance control CPU 120. The game control microcomputer 100 also sets a value specifying the range of judgment values ​​as the determination result of the variation pattern type in the EXT data of the variation type command, and controls transmission of this to the performance control CPU 120. The performance control CPU 120 can recognize whether or not the display result will be a jackpot and the type of jackpot based on the value set in the symbol designation command, and can recognize the variation pattern type based on the variation type command.

[0166] <Fluctuating pattern> The contents of the fluctuation patterns and how the fluctuation patterns are determined will be described with reference to FIGS.

[0167] In this embodiment, multiple types of fluctuation patterns are set by the main game control microcomputer 100. Each fluctuation pattern is managed by a main fluctuation number and is composed of a combination of a front fluctuation pattern that is a fluctuation pattern corresponding to the front fluctuation and a rear fluctuation pattern that is a fluctuation pattern corresponding to the rear fluctuation, and each combination contains different contents. The front fluctuation pattern corresponds to the front fluctuation pattern command (80XX(H)) described using Figure 10, and the rear fluctuation pattern corresponds to the rear fluctuation pattern command (84XX(H)) described using Figure 10.

[0168] [Main side front fluctuation pattern] 11 is a diagram for explaining an example of a previous change pattern on the main side. Among the multiple types of previous change patterns each assigned a previous change number, previous change number 1 is a previous change pattern command (8000(H)) that specifies a normal change (for example, a change in a decorative pattern over 13 seconds). Previous change number 2 is a previous change pattern command (8001(H)) that specifies a shortened change (for example, a change in a decorative pattern over 7 seconds). Previous change number 3 is a previous change pattern command (8002(H)) that specifies a super shortened change (for example, a change in a decorative pattern over 3 seconds).

[0169] Previous variation number 4 is a previous variation pattern command (8003(H)) that specifies a normal reach (normal or first half of SP) (a reach that ends in a normal reach or an SP first half reach after entering a reach state). Previous variation number 5 is a previous variation pattern command (8004(H)) that specifies a normal reach (second half of SP development) (a reach that develops into an SP second half reach after entering a reach state). Previous variation number 6 is a previous variation pattern command (8005(H)) that specifies a normal reach (final reach development) (a reach that develops into a final reach after entering a reach state).

[0170] Previous variation number 7 is a previous variation pattern command (8006(H)) that specifies that a normal reach (normal or SP first half) will be executed after one pseudo variation. A pseudo variation is a variable display (variable display) in which the variable display of the decorative pattern (variable display) is temporarily stopped and then resumed from the time the variable display (variable display) of the decorative pattern begins until the display result of the variable display is derived and displayed. This type of pseudo variation is also called a pseudo consecutive display. By executing a pseudo consecutive display, the variable display based on one reserved memory can be made to appear to the player as if it were multiple variable displays. Note that a variable display that is temporarily stopped and then resumed is also called a "re-variable display." Previous variation number 8 is a previous variation pattern command (8007(H)) that specifies that a normal reach (SP second half development) will be executed after one pseudo variation. Previous variation number 9 is a previous variation pattern command (8008(H)) that specifies a normal reach (final reach development) after one pseudo variation.

[0171] Previous fluctuation number 10 is a previous fluctuation pattern command (8009(H)) that specifies that a normal reach (normal or first half of SP) will be executed after two pseudo fluctuations. Previous fluctuation number 11 is a previous fluctuation pattern command (800A(H)) that specifies that a normal reach (second half of SP development) will be executed after two pseudo fluctuations. Previous fluctuation number 12 is a previous fluctuation pattern command (800B(H)) that specifies a normal reach (final reach development) after two pseudo fluctuations.

[0172] Each previous variation pattern has a specified variation time, and an animation (moving image) is displayed on the image display device 5 for each variation time. In the pachinko gaming machine 1, it takes about 33.3 msec for one still image (called a frame) that makes up the video. For example, for patterns with previous variation numbers 7 to 9, the variation time is set to 41,500 msec, and the number of frames is about 1,246. For patterns with previous variation numbers 10 to 12, the variation time is set to 62,000 msec, and the number of frames is about 1,861.

[0173] [Main side rear fluctuation pattern] FIG. 12 is a diagram for explaining an example of a post-fluctuation pattern on the main side. Of the multiple types of post-fluctuation patterns each assigned a post-fluctuation number, post-fluctuation number 1 is a post-fluctuation pattern command (8400(H)) that specifies a 13-second fluctuation. Post-fluctuation number 2 is a post-fluctuation pattern command (8401(H)) that specifies a 7-second fluctuation. Post-fluctuation number 3 is a post-fluctuation pattern command (8402(H)) that specifies a 3-second fluctuation. Post-fluctuation number 4 is a post-fluctuation pattern command (8403(H)) that specifies the execution of a pseudo-consecutive fake. A pseudo-consecutive fake is an effect that appears to execute a pseudo-consecutive but does not actually execute the pseudo-consecutive.

[0174] Later variation number 5 is a later variation pattern command (8404(H)) that specifies a normal reach (miss) (a variation of a decorative pattern that becomes a reach state but does not develop into an SP reach and becomes a miss state). Later variation number 6 is a later variation pattern command (8405(H)) that specifies the first half of the SP (miss) (a variation of a decorative pattern that develops into an SP reach but becomes a miss state in the first half of the SP reach). Later variation number 7 is a later variation pattern command (8406(H)) that specifies the second half of the SP (miss) (a variation of a decorative pattern that develops into the second half of the SP reach but becomes a miss state in the second half of the SP reach). Later variation number 8 is a later variation pattern command (8407(H)) that specifies a final reach (miss) (a variation of a decorative pattern that develops into a final reach but becomes a miss state in the final reach).

[0175] The later change number 9 is a later change pattern command (8408(H)) that specifies a normal reach (win) (a change in the decorative pattern that becomes a reach state and then a win state). The later change number 10 is a later change pattern command (8409(H)) that specifies the first half of the SP (win) (a change in the decorative pattern that develops into an SP reach and then becomes a win state in the first half of the SP reach). The later change number 11 is a later change pattern command (840A(H)) that specifies the second half of the SP (win) (a change in the decorative pattern that develops into the second half of the SP reach and then becomes a win state in the second half of the SP reach). The later change number 12 is a later change pattern command (840B(H)) that specifies a final reach (win) (a change in the decorative pattern that develops into a final reach and then becomes a win state in the final reach).

[0176] [Determining the subsequent fluctuation pattern] The subsequent fluctuation pattern is determined using a different random counter depending on whether the jackpot judgment is a jackpot or a miss. Figure 13 is a diagram for explaining the subsequent fluctuation pattern determination table at the time of a miss. As shown in Figure 13, if the jackpot judgment is determined to be a miss, the subsequent fluctuation pattern is determined using the random 3 described in Figure 8. Furthermore, if the jackpot judgment is determined to be a miss, the subsequent fluctuation pattern is determined using a different judgment value number depending on the number of reserved memories after consumption, and the subsequent fluctuation number determined is also different.

[0177] Specifically, as shown in Figure 13(a), when the number of reserved memories after consumption is 0, one of the post-variation patterns is determined from post-variation numbers 1, 4, 5 to 8, and a different judgment value number is set for each post-variation pattern. The probability that one of post-variation numbers 6 to 8 that develops into SP reach or final reach is determined (selection rate of post-variation numbers 6 to 8) is approximately 1 / 102.

[0178] If there is one reserved memory after consumption, one of the following variation patterns is determined from the following variation numbers 1, 4, 5 to 8, and a different judgment value number is set for each following variation pattern. The probability of being determined as one of the following variation numbers 6 to 8, which develops into an SP reach or final reach (the selection rate of the following variation numbers 6 to 8) is approximately 1 / 102.

[0179] If there are two reserved memories after consumption, one of the following patterns is determined from the following patterns: 2, 4, 5 to 8, and a different judgment value number is set for each following pattern. The probability of being determined as one of the following patterns 6 to 8, which develops into an SP reach or final reach (the selection rate of the following patterns 6 to 8), is approximately 1 / 102.

[0180] If the number of reserved memories after consumption is 3, one of the following variation patterns is determined from the following variation numbers 3, 4, 5 to 8, and a different judgment value number is set for each following variation pattern. The probability of being determined as one of the following variation numbers 6 to 8, which develops into SP reach or final reach (the selection rate of following variation numbers 6 to 8) is approximately 1 / 102.

[0181] In this way, the subsequent variation pattern is determined using a different judgment value number depending on the number of reserved memories after consumption, and further, the subsequent variation number is determined using a different judgment value number depending on the number of reserved memories after consumption, so the type of variation pattern changes depending on the number of remaining reserved memories, thereby adding variety to the game and increasing the enjoyment of the game.

[0182] Figure 14 is a diagram for explaining the post-variation pattern determination table at the time of a jackpot. As shown in Figure 14, when a jackpot is determined in the jackpot determination, the post-variation pattern is determined using the random 4 described in Figure 8. Furthermore, when a jackpot is determined in the jackpot determination, the post-variation pattern is determined using different determination values ​​depending on the type of jackpot.

[0183] Specifically, as shown in Figure 14 (a), when it is determined to be either a normal jackpot 1, 2, or a probability jackpot 1, 2, or 5 to 8, one of the post-variation patterns is determined from the post-variation numbers 9 to 12, and a different judgment value number is provided for each of the post-variation patterns. The probability of being determined to be one of the post-variation numbers 10 to 12 that develop into SP reach or final reach (the selection rate of the post-variation numbers 10 to 12) is approximately 1 / 1.1.

[0184] If the probability of winning is determined to be either 3 or 9, one of the post-variation patterns is determined from the post-variation numbers 9 to 12, and a different judgment value number is set for each of the post-variation patterns. The probability of being determined to be one of the post-variation numbers 10 to 12 that develop into SP reach or final reach (selection rate of post-variation numbers 10 to 12) is approximately 1 / 1.1.

[0185] If the probability of winning is 4, one of the following patterns is determined from the following numbers 9 to 12, and a different judgment value number is set for each following pattern. The probability of being determined as one of the following numbers 10 to 12, which develops into an SP reach or final reach (the selection rate of the following number 10 to 12), is approximately 1 / 1.1.

[0186] In this way, the subsequent fluctuation pattern is determined using different judgment values ​​depending on the type of jackpot, so the type of fluctuation pattern changes depending on the type of jackpot, thereby adding variety to the game and increasing the enjoyment of the game.

[0187] Also, as shown in Figure 13, the probability of being determined to be one of the variable numbers 6 to 8 when developing into an SP reach or final reach is approximately 1 / 102 when there is a miss, but is higher at approximately 1 / 1.1 when there is a jackpot, so if there is a development into an SP reach or final reach, the player can be made to expect a jackpot to occur.

[0188] [Pre-variation pattern determination] 15 is a diagram for explaining the previous fluctuation pattern determination table. The previous fluctuation pattern is determined using a different random 5 determination value number according to the type of the previous determined subsequent fluctuation pattern. Furthermore, the previous fluctuation number that is determined also differs according to the type of the previous determined subsequent fluctuation pattern.

[0189] Specifically, as shown in Figure 15(a), when the post-fluctuation pattern of post-fluctuation number 1 is determined, the post-fluctuation pattern of post-fluctuation number 1 is determined. As shown in Figure 15(b), when the post-fluctuation pattern of post-fluctuation number 2 is determined, the post-fluctuation pattern of post-fluctuation number 2 is determined. As shown in Figure 15(c), when the post-fluctuation pattern of post-fluctuation number 3 is determined, the post-fluctuation pattern of post-fluctuation number 3 is determined. As shown in Figure 15(d), when the post-fluctuation pattern of post-fluctuation number 4 is determined, the post-fluctuation pattern of post-fluctuation number 1 is determined.

[0190] As shown in Figure 15(e), if a subsequent variation pattern of subsequent variation number 5 or 9 is determined, a subsequent variation pattern of subsequent variation number 4 or 7 is determined. As shown in Figure 15(f), if a subsequent variation pattern of subsequent variation number 6 or 10 is determined, a subsequent variation pattern of subsequent variation number 4, 7, or 10 is determined. As shown in Figure 15(g), if a subsequent variation pattern of subsequent variation number 7 is determined, a subsequent variation pattern of subsequent variation number 5, 8, or 11 is determined.

[0191] As shown in Figure 15(h), when the post-fluctuation pattern of post-fluctuation number 11 is determined, the post-fluctuation pattern is determined to be one of post-fluctuation numbers 5, 8, or 11. As shown in Figure 15(i), when the post-fluctuation pattern of post-fluctuation number 8 is determined, the post-fluctuation pattern is determined to be one of post-fluctuation numbers 6, 9, or 12. As shown in Figure 15(j), when the post-fluctuation pattern of post-fluctuation number 12 is determined, the post-fluctuation pattern is determined to be one of post-fluctuation numbers 6, 9, or 12.

[0192] [Total variation pattern] Figure 16 is a diagram for explaining an example of the total fluctuation pattern on the main side. As explained in Figures 13 to 15, when the subsequent fluctuation pattern and the previous fluctuation pattern are determined, it becomes one of the fluctuation patterns of main fluctuation numbers 1 to 26 as shown in Figure 16.

[0193] 17 is a diagram illustrating an example of the lottery for determining a performance pattern on the sub-side. As shown in FIG. 17, the performance control CPU 120 on the sub-side determines a performance pattern by lottery based on the variation pattern command received from the CPU 103 on the main side.

[0194] For example, when the performance control CPU 120 receives a variation pattern command corresponding to any of the main variation numbers 7 to 9 from the CPU 103, it determines, from among the multiple types of reach performances, either the performance of the loss pattern of the SP first half reach A described below, or the performance of the loss pattern of the SP first half reach B. When the performance control CPU 120 receives a variation pattern command corresponding to any of the main variation numbers 18 to 20 from the CPU 103, it determines, from among the multiple types of reach performances, either the performance of the winning pattern of the SP first half reach A described below, or the performance of the winning pattern of the SP first half reach B.

[0195] When the CPU 120 for effect control receives a variation pattern command corresponding to any one of the main variation numbers 10 to 12 from the CPU 103, it determines, from among the multiple types of reach effects, either the performance of the SP latter half reach A losing pattern described below, or the performance of the SP latter half reach B losing pattern described below. When the CPU 120 for effect control receives a variation pattern command corresponding to any one of the main variation numbers 21 to 23 from the CPU 103, it determines, from among the multiple types of reach effects, either the performance of the SP latter half reach A winning pattern described below, or the performance of the SP latter half reach B winning pattern described below.

[0196] <Operation> Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0197] [Major operations of main board 11] First, the main operations on the main board 11 will be described.

[0198] (Special pattern processing) 18 is a flowchart showing an example of the game control main process. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up, and the CPU 103 executes the game control main process.

[0199] 18, the CPU 103 first sets interrupts to be prohibited (step S1). Then, the CPU 103 performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0200] Next, the CPU 103 determines whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if the clear switch 92 provided on the power supply board 17 is pressed, for example, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is sufficient to determine in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data, the presence or absence of data errors, etc., and determine whether the recovery condition can be met.

[0201] If the restoration condition is met (Y in step S3), the CPU 103 executes restoration processing (step S4) and then executes setting confirmation processing (step S5). By the restoration processing in step S4, the CPU 103 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the gaming state when the power supply was stopped can be restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.

[0202] If the recovery condition is not met (N in step S3), CPU 103 executes initialization processing (step S6) and then executes setting change processing (step S7). The initialization processing in step S6 includes clearing processing for clearing flags, counters, and buffers stored in RAM 102, and initial values ​​are set in the work area by executing the clearing processing.

[0203] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.

[0204] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values ​​set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0205] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball hitting operation handle 30, the detection of game balls by various switches, etc. may be stopped, and control may be performed such that a missing symbol or the like is displayed as a static display, or a display corresponding to a game stop state other than a missing symbol is performed. When the setting confirmation state ends, the game stop state that accompanies this may also end.

[0206] In the setting change process of step S7, CPU 103 determines whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from door open sensor 90 is in the ON state, and setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.

[0207] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the CPU 103 stores (updates and stores) the setting value displayed on the display monitor 29 in the backup area of ​​the RAM 102, and turns off the display monitor 29. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.

[0208] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0209] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0210] The clear signal is turned on by, for example, pressing a clear switch 92 provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch 92 is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch 92 is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off when power supply is started, if the clear switch 92 is on, the initialization process of step S6 is executed but the setting change state is not controlled, and if the clear switch 92 is off, the recovery process of step S4 is executed but the setting confirmation state is not controlled.

[0211] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets a register of the CTC built into the game control microcomputer 100 so that a timer interrupt is periodically generated every predetermined time (for example, 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute the timer interrupt process.

[0212] (Game control timer interrupt processing) 19 is a flowchart showing an example of a game control timer interrupt process. After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of FIG. 19. When the game control timer interrupt process shown in FIG. 19 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose an abnormality in the pachinko game machine 1, and can issue a warning if necessary depending on the diagnosis result (step S22). After this, the CPU 103 executes a predetermined information output process to output data such as jackpot information (information indicating the number of jackpots that have occurred, etc.), start information (information indicating the number of start winnings, etc.), and probability fluctuation information (information indicating the number of times the game has entered a special state, etc.) to be supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0213] Following the information output process, the CPU 103 executes a game random number update process for updating by software at least a part of the game random numbers used on the main board 11 side (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the jackpot game state, the control of the game state, etc.

[0214] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display unit 26, and the number of reserved normal symbols is displayed by lighting up the normal symbol memory display unit 25.

[0215] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0216] (Special pattern processing) Fig. 20 is a flowchart showing an example of special symbol process processing. The special symbol process processing is a flowchart showing an example of the process executed in step S25 shown in Fig. 19. In this special symbol process processing, the CPU 103 first executes a start winning determination process (step S101).

[0217] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store pending information in a predetermined area of ​​RAM 102, and update the number of pending memories. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the number of pending memories are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the number of pending memories, and the predictive determination. The performance control command thus transmitted and set for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 19.

[0218] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S117), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0219] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" and, if so, the type of jackpot, are determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also referred to as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0220] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.

[0221] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern as one of a plurality of types using a random number value for determining the variation pattern based on the result of a prior decision on whether or not the display result is a "jackpot". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0222] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (such as whether or not there is a reach), and the content of the presentation during the variable display of the decorative symbol (such as the type of reach presentation), and is also called a variable display pattern.

[0223] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for making settings to vary the special symbol in the special symbol 1 variable display unit 21 and the special symbol 2 variable display unit 22, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol began to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.

[0224] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for stopping the variation of the special symbol in the special symbol 1 variable display unit 21 and the special symbol 2 variable display unit 22, and setting the special symbol to stop displaying (derive) the confirmed special symbol that is the display result of the special symbol. If the display result is a "jackpot", the value of the special symbol process flag is updated to "4". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "miss", and the game is in a time-saving state or a probability variable state and the end of the number-cutting is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0225] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot," etc. When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0226] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time that has elapsed since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the large prize opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the large prize opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0227] The post-jackpot release processing of step S116 is executed when the value of the special symbol process flag is "6". This post-jackpot release processing includes a process for determining whether the number of times the round that opens the large prize opening has been executed has reached the set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of times the round has been executed has not reached the upper limit, the value of the special symbol process flag is updated to "5", whereas when the number of times the round has been executed has reached the upper limit, the value of the special symbol process flag is updated to "7". When the value of the special symbol process flag is updated, the post-jackpot release processing ends.

[0228] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special symbol process flag is updated to "0", and the jackpot end process ends.

[0229] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value is set to six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values ​​that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.

[0230] The number of setting values ​​that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The gameplay may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the probability of a jackpot in the normal state is 1 / 320, and the gameplay is such that the jackpot state loops at a rate of 65% (a so-called jackpot loop type); when the setting value set in the pachinko gaming machine 1 is 2, the probability of a jackpot in the normal state is 1 / 200, and the game state after the jackpot game ends is controlled to the jackpot state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game, while the rate at which the game ball passes through the predetermined switch during the jackpot game varies depending on the variable special chart (a so-called V-type jackpot type); and when the setting value set in the pachinko gaming machine 1 is 3, the probability of a jackpot is 1 / 320, and the gameplay is controlled to the jackpot game state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (during time-shortening control) (a so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any one of 1 to 3, the gameplay is the same; however, a setting may be provided in which the probability of a jackpot is higher than when the setting value is any one of 1 to 3, but the number of prize balls that can be acquired during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any one of 4 to 6). When the gameplay is changed according to the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 may be used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a probability variable state or a jackpot game state based on the game ball passing through the predetermined switch).

[0231] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be the same regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.

[0232] (Start winning judgment processing) FIG. 21 is a flowchart showing the start winning determination process. The CPU 103 executes the start winning determination process in S101 of the special symbol process shown in FIG. 20. In the start winning determination process, the CPU 103 first determines whether the first starting hole switch 22A, which is provided corresponding to the first starting hole formed by the winning ball device 6A, is on or not based on a detection signal from the first starting hole switch 22A (step S51). If the first starting hole switch 22A is on (Y in step S51), the CPU 103 determines whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (step S52). The CPU 103 may specify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit (not shown). When the number of reserved memories of the first special chart is not the upper limit value in step S52 (N in step S52), the storage value of the start port buffer provided in the game control buffer setting unit (not shown) is set to "1" (step S53).

[0233] When the first start opening switch 22A is off in step S51 (N in step S51) or when the first special symbol reserved memory number has reached the upper limit in step S52 (Y in step S52), the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is detected based on a detection signal from the second start opening switch 22B. If the second start opening switch 22B is on (Y in step S54), the CPU 103 determines whether the second special symbol reserved memory number, which is the reserved memory number for the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (step S55). The CPU 103 can identify the second special symbol reserved memory number by, for example, reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting unit (not shown). When the number of reserved memories for the second special chart is not the upper limit value in step S55 (N in step S55), the storage value of the start port buffer provided in the game control buffer setting unit (not shown) is set to "2" (step S56).

[0234] After executing either step S53 or step S56, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (step S57). For example, when the start port buffer value is "1," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated to increase by 1 (step S58). For example, the total reserved symbol count value, which is the stored value of a total reserved symbol counter provided in a game control counter setting unit (not shown), may be updated to increase by 1.

[0235] After executing the process of step S58, the CPU 103 extracts numerical data indicating the random number value RANDOM 1 for determining a jackpot, the random number value RANDOM 2 for determining a jackpot type, and the random number values ​​RANDOM 3 and RANDOM 4 for determining a variation pattern from the numerical data updated by the random number circuit 104 or the random counter of the game control counter setting unit (not shown) (step S59). The numerical data indicating each extracted random number value is stored by being set as reserved information at the beginning of an empty entry in the special symbol reserved memory unit according to the start port buffer value (step S60). For example, when the start port buffer value is "1", numerical data indicating the random number values ​​RANDOM 1 to RANDOM 4 are stored in the first special symbol reserved memory unit (not shown), while when the start port buffer value is "2", numerical data indicating the random number values ​​RANDOM 1 to RANDOM 4 are stored in the second special symbol reserved memory unit (not shown).

[0236] The numerical data indicating the random number value RANDOM1 for determining a jackpot and the random number value RANDOM2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number values ​​RANDOM3 and RANDOM4 for determining the variation pattern are used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the process of step S59, the CPU 103 extracts numerical data indicating all of the random number values ​​used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.

[0237] Following the processing of step S59, a setting for sending a start winning designation command according to the start winning designation command buffer value is performed (step S60). For example, when the start winning designation command value is "1," the setting for sending the first start winning designation command to the performance control board 12 is performed by storing the storage address of the first start winning designation command table in ROM 101 in the buffer area designated by the transmission command pointer in the transmission command buffer. On the other hand, when the start winning designation command value is "2," the setting for sending the second start winning designation command to the performance control board 12 is performed by storing the storage address of the second start winning designation command table in ROM 101 in the buffer area of ​​the transmission command buffer. The start winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in FIG. 19 after the special symbol process processing is completed.

[0238] Following the processing of step S60, CPU 103 stores a random number value in a storage area corresponding to the reserved memory (step S61). Then, CPU 103 clears the start port buffer and initializes the stored value to "0" (step S62), and then ends the start winning determination processing. This ensures that even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, the processing based on the detection of both valid start winnings can be completed reliably.

[0239] (Special pattern normal processing) FIG. 22 is a flowchart showing an example of the normal special symbol processing. As shown in FIG. 22, in the normal special symbol processing, the CPU 103 determines whether there is reserved memory data in the first reserved memory buffer (a memory buffer for storing reserved memory information for the first special symbol) or the second reserved memory buffer (a memory buffer for storing reserved memory information for the second special symbol) (step S1001). If there is no reserved memory data in either the first reserved memory buffer or the second reserved memory buffer (N in step S1001), it determines whether a predetermined period has elapsed since the fluctuation stopped (step S1002). If the predetermined period has not elapsed since the fluctuation stopped (N in step S1002), the normal special symbol processing is terminated. On the other hand, if the predetermined period has elapsed since the fluctuation stopped (Y in step S1002), a process for transmitting a customer waiting demo designation command is performed (step S1003), and the normal special symbol processing is terminated. Here, when the customer waiting demo designation command is transmitted, a customer waiting demo designation command transmission completion flag indicating that the customer waiting demo designation command has been transmitted is set. Then, when the normal special symbol processing is executed after the next timer interruption after the customer waiting demo designation command is transmitted, the customer waiting demo designation command transmission completion flag is set, and the customer waiting demo designation command transmission completion flag is reset when the next variable display of the special symbol is started.

[0240] When there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (Y in step S1001), CPU 103 determines whether the first data among the data set in the reserved specific area is data indicating "2" (step S1004). If the first data set in the reserved specific area is not data indicating "2" (i.e., data indicating "1") (N in step S1004), CPU 103 sets data indicating "1" to the special symbol pointer (a flag indicating whether the special symbol process processing is being performed for the first special symbol or the second special symbol) (step S1005). If the first data set in the reserved specific area is data indicating "2" (Y in step S1004), CPU 103 sets data indicating "2" to the special symbol pointer (step S1006).

[0241] In this embodiment, the display of the first special symbol and the display of the second special symbol are performed using a common processing routine depending on whether data indicating "1" or data indicating "2" is set in the special symbol pointer. When data indicating "1" is set in the special symbol pointer, the display of the first special symbol is performed based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "2" is set in the special symbol pointer, the display of the second special symbol is performed based on the reserved memory data stored in the second reserved memory buffer.

[0242] Under the control of steps S1004 to S1006, if there is at least one second reserved memory data in the second reserved memory buffer, the variable display of the second special pattern based on the data of the second reserved memory is executed in priority to the variable display of the first special pattern based on the data of the first reserved memory.

[0243] Next, CPU 103 reads out each random number stored in the storage area corresponding to reserved memory number=1 indicated by the special symbol pointer and stores it in the reserved memory buffer of RAM 102 (step S1007). Specifically, when the special symbol pointer indicates "first", CPU 103 reads out each random number stored in the storage area corresponding to first reserved memory number=1 in the first reserved memory buffer and stores it in the reserved memory buffer of RAM 102. Also, when the special symbol pointer indicates "second", CPU 103 reads out each random number stored in the storage area corresponding to second reserved memory number=1 in the second reserved memory buffer and stores it in the reserved memory buffer of RAM 102.

[0244] Then, CPU 103 subtracts 1 from the count value of the reserved memory number counter pointed to by the special symbol pointer, and shifts the contents of each storage area (step S1008). Specifically, when the special symbol pointer points to "first", CPU 103 subtracts 1 from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory buffer. Also, when the special symbol pointer points to "second", CPU 103 subtracts 1 from the count value of the second reserved memory number counter, and shifts the contents of each storage area in the second reserved memory buffer.

[0245] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.

[0246] Therefore, the order in which the random number values ​​stored in the respective storage areas corresponding to each first reserved memory number (or each second reserved memory number) are extracted always matches the order of the first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.

[0247] Next, CPU 103 performs control to send the reserved memory number designation command indicated by the special symbol pointer to performance control CPU 120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction (step S1009). In this case, if the special symbol pointer is set to a value indicating "first", CPU 103 performs control to send the first reserved memory number designation command. Also, if the special symbol pointer is set to a value indicating "second", CPU 103 performs control to send the second reserved memory number designation command.

[0248] Next, CPU 103 transmits a background designation command (step S1010), reads out random R (random number for determining a jackpot) from the reserved memory buffer, and executes the jackpot determination module (step S1011). In this case, CPU 103 reads out the random number for determining a jackpot that was extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and performs a jackpot determination. The jackpot determination module is a program that executes a process of comparing a predetermined jackpot determination value (see FIG. 8) with the random number for determining a jackpot, and determining that a jackpot has occurred if they match. In other words, it is a program that executes the process of determining a jackpot.

[0249] In the jackpot determination process, when the game state is in a probability variable state (high probability state), the probability of a jackpot is higher than when the game state is not in a probability variable state (normal game state or time-saving state). Specifically, a probability variable jackpot determination table (a table in which the values ​​in the lower column of FIG. 9(a) are set) in which a large number of jackpot determination values ​​are set in advance, and a normal time jackpot determination table (a table in which the values ​​in the upper column of FIG. 9(a) are set) in which a smaller number of jackpot determination values ​​are set than in the probability variable jackpot determination table are provided. Then, CPU 103 checks whether the game state is in a probability variable state, and when the game state is in a probability variable state, performs jackpot determination processing using the probability variable jackpot determination table, and when the game state is in a normal state or time-saving state, performs jackpot determination processing using the normal time jackpot determination table. That is, when the value of the random number for determining a jackpot (RANDOM 1) matches any of the jackpot determination values ​​shown in Fig. 9(a), the CPU 103 determines that the special symbol has been determined to be a jackpot. If it has been determined to be a jackpot (Y in step S1011), the process proceeds to step S1012. Note that determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot gaming state, but also determining whether or not to set the stopped symbol in the special symbol to be a jackpot symbol.

[0250] Whether or not the current game state is in a probability variable state is confirmed by whether or not a probability variable flag is set. The probability variable flag is set when the game state transitions to a probability variable state, and is reset when the probability variable state ends. Specifically, the probability variable flag is set in the process of ending a jackpot game, and then, when either the condition that a predetermined number of variable displays (for example, 100 times) have been performed or the condition that the next jackpot has been determined, whichever comes first, the probability variable flag is reset at the timing when the variable display of the special symbol ends and the stopped symbol is displayed stationary.

[0251] If the value of the random number for determining a jackpot (Random 1) does not match any of the jackpot determination values ​​(N in step S1011), the process proceeds to step S1015, which will be described later.

[0252] If the value of the jackpot determination random number (RANDOM 1) matches one of the jackpot determination values ​​in step S1011, the CPU 103 sets a jackpot flag indicating a jackpot (step S1012). The jackpot flag is reset when the jackpot game ends. Then, as the table used to determine one of the multiple jackpot types, the CPU 103 selects one of the first special symbol jackpot type determination table in FIG. 9(b) and the second special symbol jackpot type determination table in FIG. 9(c). Specifically, when the special symbol pointer indicates "1st," the CPU 103 selects the first special symbol jackpot type determination table shown in FIG. 9(b). When the special symbol pointer indicates "2nd," the CPU 103 selects the second special symbol jackpot type determination table in FIG. 9(c). Then, the CPU 103 reads out the random number for determining the type of jackpot extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and uses the selected jackpot type determination table to determine the jackpot type and jackpot pattern corresponding to the value that matches the value of the random number (Random 2) for determining the type of jackpot stored in the reserved memory buffer (step S1013).

[0253] Furthermore, the CPU 103 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step S1014).

[0254] Next, the CPU 103 sets the special symbol to be stopped (step S1015). Specifically, if the jackpot flag is not set, the "-" symbol, which is a losing symbol, is set as the special symbol to be stopped. If the jackpot flag is set, the jackpot symbol determined in step S1014 is set as the special symbol to be stopped, depending on the determination result of the jackpot type.

[0255] Then, the CPU 103 transmits a display result designation command (step S1016), and updates the value of the special symbol process flag to a value corresponding to the variable pattern setting process (step S111) (step S1017).

[0256] (Variation pattern setting process) 23 is a flowchart showing an example of a fluctuation pattern setting process. As shown in FIG. 23, in the fluctuation pattern setting process, the CPU 103 determines a subsequent fluctuation pattern based on Random 3 and Random 4 according to the number of reserved memories and whether or not there is a jackpot (step S1101). Specifically, in the case of a miss, the CPU 103 selects a subsequent fluctuation pattern determination table shown in FIG. 13 according to the number of reserved memories, and determines a subsequent fluctuation pattern based on the selected subsequent fluctuation pattern determination table and the value of Random 3. In addition, in the case of a jackpot, the CPU 103 selects a subsequent fluctuation pattern determination table shown in FIG. 14 according to the type of jackpot, and determines a subsequent fluctuation pattern based on the selected subsequent fluctuation pattern determination table and the value of Random 4.

[0257] Next, the CPU 103 determines a previous fluctuation pattern based on Random 5 (step S1102). Specifically, the CPU 103 selects a previous fluctuation pattern determination table shown in FIG. 15 according to the subsequent fluctuation pattern determined in S1102, and determines a previous fluctuation pattern based on the selected previous fluctuation pattern determination table and the value of Random 5.

[0258] Next, the CPU 103 performs control to transmit a fluctuation pattern command corresponding to the determined fluctuation pattern (the front fluctuation pattern and the rear fluctuation pattern) to the performance control CPU 120 (step S1103).

[0259] Next, the CPU 103 sets a value corresponding to the fluctuation time corresponding to the selected fluctuation pattern in the fluctuation time timer formed in the RAM 102 (step S1104). Then, the CPU 103 performs control to send a symbol fluctuation designation command to the performance control CPU 120 (step S1105), and updates the value of the special symbol process flag to a value corresponding to the special symbol fluctuation process (step S112) (step S1106).

[0260] (Special pattern change processing) Fig. 24 is a flowchart showing an example of special symbol variation processing. As shown in Fig. 24, in the special symbol variation processing, the CPU 103 subtracts 1 from the variation time timer (step S1201), and when the variation time timer times out (Y in step S1202), updates the value of the special symbol process flag to a value corresponding to the special symbol stop processing (step S113) (step S1203). If the variation time timer has not timed out (N in step S1202), the processing ends as is.

[0261] (Special pattern stop processing) FIG. 25 is a flowchart showing an example of special symbol stop processing. As shown in FIG. 25, in the special symbol stop processing, the CPU 103 sets an end flag to end the variable display of the special symbol, and controls the derivation and display of the stopped symbol on the special symbol 1 variable display unit 21 or the special symbol 2 variable display unit 22 (step S1301). If the special symbol pointer is set with data indicating "first," the variation of the first special symbol on the special symbol 1 variable display unit 21 is ended, and if the special symbol pointer is set with data indicating "second," the variation of the second special symbol on the special symbol 2 variable display unit 22 is ended. In addition, a symbol determination command is set in the performance control CPU 120 (step S1302). As a result, the symbol determination command is transmitted to the performance control CPU 120. Next, the CPU 103 determines whether the jackpot flag is set (step S1303). If the big hit flag is not set (N in step S1303), the process proceeds to step S1309.

[0262] If the jackpot flag is set (Y in step S1303), CPU 103 resets the probability variable flag and the time-saving flag (step S1304). Next, CPU 103 transmits a jackpot start command and a right-hit display lighting command to performance control CPU 120 (step S1305).

[0263] Furthermore, by referencing the opening pattern data stored in ROM 101, data indicating the opening modes of the normal large prize opening and the V large prize opening, such as the number of openings (e.g., 5 or 10), the opening time (e.g., 29 seconds), and the interval time between rounds (e.g., 0.5 seconds), are set in a predetermined memory area (step S1306). For example, in the case of a 3R normal jackpot, an opening mode in which the normal large prize opening is opened in all 1R through 3R is stored in a predetermined memory area provided in RAM 102. In the case of a 5R probability variable jackpot, an opening mode in which the normal large prize opening is opened in 1R through 3R and 5R, and the V large prize opening is opened in 4R is stored in a predetermined memory area provided in RAM 102. In addition, in the case of a 10R probability variable jackpot, an opening mode in which the normal large prize opening is opened in 1R through 8R and 10R, and the V large prize opening is opened in 9R is stored in a predetermined memory area provided in RAM 102. The data on the number of times the door is opened (5 times or 10 times) is set in an opening counter for counting the number of times the door is opened.

[0264] Also, a value equivalent to the fanfare time, which is the jackpot display time (the time during which the occurrence of a jackpot is notified, for example, on the image display device 5), is set in the jackpot opening control timer (step S1307). Thereafter, in the jackpot opening pre-processing, the jackpot opening control timer is decremented by 1, and when it reaches 0, the jackpot opening is opened and the round begins. Then, the value of the special symbol process flag is updated to a value corresponding to the jackpot opening pre-processing (step S114) (step S1308), and the processing ends.

[0265] If it is determined in step S1303 that the jackpot flag is not set (N in step S1304), the CPU 103 determines whether or not a time-shortening flag indicating that the game is in the time-shortening state is set (step S1309). If the time-shortening flag is not set (N in step S1309), the process proceeds to step S1316. If the time-shortening flag is set (Y in step S1309), the counter value of a time-shortening count counter indicating the number of remaining fluctuations in the time-shortening state is decremented by 1 (step S1310). Next, the CPU 103 checks whether or not the value of the time-shortening count counter has reached 0 (step S1311). If the value of the time-shortening count counter has reached 0 (Y in step S1311), the CPU 103 determines that the duration of the time-shortening state has ended, and resets the time-shortening flag (step S1312). As a result, when a fluctuation display resulting in a miss display has occurred a specific number of times (100 times) in the time-shortening state, the game state transitions from the time-shortening state to the non-time-shortening state. In step S1311, if the value of the time-saving counter is not 0 (N in step S1311), the process proceeds to step S1316.

[0266] After step S1312, it is determined whether a probability variable flag indicating a probability variable state is set (step S1313). If the probability variable flag is set (Y in step S1313), the probability variable flag is reset (step S1314). Next, in response to the game state transitioning from the time-shortened state to the normal state (low probability / low base state), CPU 103 transmits a normal state designation command to performance control CPU 120 (step S1315) and proceeds to step S1316. If the probability variable flag is not set in step S1313 (N in step S1313), the process proceeds to step S1315 without performing the process of step S1314. Then, the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (step S110) (step S1316), and the process ends.

[0267] (Pre-opening process for the jackpot) Fig. 26 is a flowchart showing an example of the pre-jackpot opening process. As shown in Fig. 26, in the pre-jackpot opening process, CPU 103 decrements the value of the large prize opening control timer by 1 (subtract update) (step S1401). Then, it is determined whether the value of the large prize opening control timer is 0 (step S1402), and if the value of the large prize opening control timer is not 0 (N in step S1402), the process ends.

[0268] If the value of the special prize opening control timer is 0 (Y in step S1402), a special prize opening open command is sent to the performance control CPU 120 (step S1403). Then, the solenoid 82 is driven according to the opening pattern to open the regular special prize opening (step S1404). As a result, the regular special prize opening is opened in the first round.

[0269] Next, CPU 103 sets the large prize opening control timer to a large prize opening opening time (for example, 29 seconds) corresponding to the maximum time that the large prize opening can be opened (large prize opening opening time) based on the opening pattern data (for example, data stored in RAM 102 in step S1306) (step S1405). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the large prize opening processing (step S115) (step S1406), and ends the processing.

[0270] (Processing during jackpot opening) 27 is a flowchart showing an example of the big win opening process. As shown in FIG. 27, in the big win opening process, the CPU 103 decrements the value of the big win opening control timer by 1 (decrement update) (step S1501).

[0271] Then, CPU 103 checks whether the value of the large prize opening control timer has reached 0 (step S1502). If the value of the large prize opening control timer has reached 0 (Y in step S1502), the process proceeds to step S1511. If the value of the large prize opening control timer has not reached 0 (N in step S1502), the process determines whether the regular large prize opening or the V large prize opening is currently open (step S1503). Whether the regular large prize opening or the V large prize opening is currently open can be determined by the value of the opening count counter.

[0272] If it is determined in step S1503 that the normal large prize opening or the V large prize opening is not open (N in step S1503), the process ends.

[0273] If the regular large prize opening or the V large prize opening is open (Y in step S1503), it is determined whether the count switch 23 or the V prize opening switch 24 is on (step S1504). If neither the count switch 23 nor the V prize opening switch 24 is on (N in step S1504), the processing ends. On the other hand, if either the count switch 23 or the V prize opening switch 24 is on (Y in step S1504), the prize number counter is incremented by 1 (updated) (step S1505).

[0274] Next, it is determined whether or not the probability variable determination flag is set (step S1506). The probability variable determination flag is a flag that is set when it is determined that control will be made into the probability variable state when a V win occurs. If the probability variable determination flag is set (Y in step S1506), the process proceeds to step S1510. On the other hand, if the probability variable determination flag is not set (N in step S1506), it is determined whether or not the V winning switch 24 is on (step S1507). If the V winning switch 24 is not on (N in step S1507), the process proceeds to step S1510. On the other hand, if the V winning switch is on (Y in step S1507), the probability variable determination flag is set (step S1508), a probability variable determination device pass designation command is sent (step S1509), and the process proceeds to step S1510.

[0275] Then, CPU 103 determines whether the value of the prize number counter has reached a predetermined number (for example, 10) (step S1510). If the value of the prize number counter has not reached the predetermined number (N in step S1510), the process ends.

[0276] When the value of the winning number counter is a predetermined number (Y in step S1510), the CPU 103 performs either control to drive the solenoid 82 to close the normal large prize opening, or control to drive the solenoid 83 to close the V large prize opening (step S1511). Next, the CPU 103 performs a process to clear (set to 0) the value of the winning number counter (step S1512). Next, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the post-jackpot opening process (step S116) (step S1513), and ends the process.

[0277] (Post-launch processing) 28 is a flowchart showing an example of post-jackpot release processing. As shown in FIG. 28, in post-jackpot release processing, the CPU 103 determines whether the value of the release number counter is 0 (step S1601).

[0278] If the value of the opening count counter is 0 (Y in step S1601), a command to specify the end of the jackpot is sent to the CPU 120 for performance control (step S1602), a value corresponding to the end time of the jackpot (the time at which the end of the jackpot game is notified, for example, on the image display device 5) is set in the jackpot entry port control timer (step S1603), the value of the special pattern process flag is updated to a value corresponding to the jackpot end processing (step S117) (step S1604), and the processing ends.

[0279] In step S1601, if the value of the opening count counter is not 0 (N in step S1601), a command to specify after the large prize opening is sent to the performance control CPU 120 (step S1605), and a value equivalent to the interval time from the end of one round to the start of the next round is set in the large prize opening control timer (step S1606).

[0280] Next, CPU 103 determines whether or not the round in which the V special prize opening is to be opened (also referred to as the V opening round) is to be the next round (step S1607). If the round is not before the V opening round (N in step S1607), solenoid 82 is driven to open the regular special prize opening (step S1608). On the other hand, if the round is before the V opening round (Y in step S1607), solenoid 83 is driven to open the V special prize opening (step S1609).

[0281] After step S1608 or step S1609, the CPU 103 transmits a command to the performance control CPU 120 to specify whether the big prize opening is in progress (step S1610). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the big prize opening process (step S115) (step S1611), and ends the process.

[0282] (Jackpot end processing) Figure 29 is a flowchart showing an example of jackpot end processing. As shown in Figure 29, in jackpot end processing, CPU 103 subtracts 1 from the value of the large prize opening control timer in which the jackpot end time is set (step S1701). Then, CPU 103 determines whether the value of the large prize opening control timer is 0 or not (whether the jackpot end time has passed or not) (step S1702). If the value of the large prize opening control timer is not 0 (N in step S1702), the processing ends. If the value of the large prize opening control timer is 0 (Y in step S1702), the jackpot flag is reset (step S1703).

[0283] Next, CPU 103 determines whether or not a probability variable determination flag, which is set by passing through the V winning area, is set (step S1704). If the probability variable determination flag is not set (N in step S1704), the process proceeds to step S1705. If the probability variable determination flag is set in step S1704 (Y in step S1704), the probability variable flag indicating that the game is in a probability variable state is set (step S1707). Next, a probability variable state designation command is sent to performance control CPU 120 (step S1708), the probability variable determination flag is reset (step S1709), and the process proceeds to step S1710.

[0284] In step S1710, a time-saving flag indicating that the time-saving state is in effect is set (step S1710), and the time-saving counter is set to 100 (step S1711). Then, the process proceeds to step S1712.

[0285] On the other hand, if the probability change determination flag is not set in step S1704 (N in step S1704), then in step S1705, a time-saving flag indicating that the game is in the time-saving state is set (step S1705), the time-saving count counter is set to 100 (step S1706), and the process proceeds to step S1712.

[0286] In step S1712, a time-shortening state designation command is sent to the performance control CPU 120 (step S1712). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal processing (step S110) (step S1713), and ends the processing. Note that the performance control CPU 120 side can recognize whether the game state is a probability variable, time-shortening, or normal state, based on the probability variable state designation command sent from the CPU 103.

[0287] [Major operations of the performance control board 12] Next, the main operations of the performance control board 12 will be described.

[0288] (Main processing for performance control) When the performance control board 12 receives a supply of power supply voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main processing as shown in the flowchart of Fig. 30. Fig. 30 is a flowchart showing an example of the performance control main processing. When the performance control main processing shown in Fig. 30 starts, the performance control CPU 120 first executes a predetermined initialization processing (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control processing (step S72). In the initial operation control processing, control is executed to perform the initial operations of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.

[0289] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (N in step S73), the process of step S73 is repeatedly executed and the process waits.

[0290] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to emit an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port of the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

[0291] If the timer interrupt flag is on in step S73 (Y in step S73), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​RAM 122, or a reception flag provided in RAM 122 may be turned on, so that which performance control command has been received and the content specified by the performance control command can be confirmed in a performance control process or the like. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[0292] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0293] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0294] (Performance control process) Fig. 31 is a flowchart showing an example of the performance control process. The performance control process is a process executed in step S76 of Fig. 30. In the performance control process shown in Fig. 31, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

[0295] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S175 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0296] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0297] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various advance notice effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

[0298] The variable display effect processing of step S172 is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting commands (sound effect signals) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting commands (lamp control data) to the LED driver, thereby executing various effect control operations during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern, which is the display result of the decorative pattern, in response to, for example, reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is stopped and displayed, the value of the effect process flag is updated to "3", and the effect processing during variable display is terminated.

[0299] The special symbol winning wait process of step S173 is a process that is executed when the value of the presentation process flag is "3". In this special symbol winning wait process, the presentation control CPU 120 determines whether or not a presentation control command specifying the start of a jackpot gaming state has been received from the main board 11. Then, when a presentation control command specifying the start of a jackpot gaming state is received, if the command specifies the start of a jackpot gaming state, the value of the presentation process flag is updated to "4". Also, if a command specifying the start of a jackpot gaming state is not received and the waiting time for receiving the command has elapsed, it is determined that the display result in the special symbol game was a "miss", and the value of the presentation process flag is updated to the initial value "0". When the value of the presentation process flag is updated, the special symbol winning wait process is terminated.

[0300] The jackpot performance processing in step S174 is a process executed when the performance process flag value is "4." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "5," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0301] The ending presentation process of step S175 is executed when the presentation process flag value is "5." In this ending presentation process, the presentation control CPU 120 sets a presentation control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various presentation controls for the ending presentation at the end of the jackpot gaming state based on the set content. Thereafter, the value of the presentation process flag is updated to the initial value "0," and the ending presentation process is terminated.

[0302] (Variable display start setting process) Fig. 32 is a flowchart showing an example of variable display start setting processing. As shown in Fig. 32, the performance control CPU 120 checks whether the result of the variable display has been determined to be a loss (step S7101). If it has been determined to be a loss, the performance control CPU 120 checks whether a command corresponding to a non-reach variable pattern has been received as a variable pattern command (step S7103).

[0303] If the CPU 120 for effect control determines that it has received a command corresponding to a non-reach fluctuation pattern, it uses the data table for determining a losing symbol to determine the display result of a losing symbol that does not result in a reach as the final stop of the effect symbol (step S7105), and proceeds to step S7106.

[0304] If the processing in step S7103 determines that the pattern is not a non-reach fluctuation pattern (if it is determined that the pattern is a reach fluctuation pattern), the stopping patterns of the performance patterns that make up the reach pattern combination are determined (step S7104), and the process proceeds to step S7106.

[0305] Also, if the processing in step S7101 does not determine that the result is a miss (if it is determined that the result is a jackpot), the CPU 101 for controlling presentation determines the stopping patterns of the presentation patterns that make up the combination of jackpot patterns according to the type of jackpot (step S7102), and proceeds to step S7106.

[0306] Next, the effect setting process (step S7106) for setting various effects in the variable display is executed, and then the process proceeds to step S7107. For example, in the effect setting process of step S7106, the effect control CPU 101 determines whether or not to execute an effect suggesting a jackpot (indicating whether or not a jackpot has occurred). Specifically, the effect control CPU 101 determines whether or not to execute a cut-in effect shown in FIG. 128 (r41), which will be described later, as an effect suggesting a jackpot (indicating whether or not a jackpot has occurred). In this embodiment, the effect control CPU 101 determines whether or not a final reach will occur based on the fluctuation pattern specified by the fluctuation pattern command. If a final reach will occur, the effect control CPU 101 determines whether or not a jackpot has occurred based on the fluctuation pattern. Based on the result of the determined jackpot, the effect control CPU 101 determines whether or not to execute a cut-in effect, and if so, the type of cut-in effect (red cut-in effect, green cut-in effect). If a cut-in effect is to be executed, the effect control CPU 101 sets information for executing the cut-in effect in the effect setting process.

[0307] In step S7107, the effect control pattern is determined to be one of a plurality of effect control patterns. In step S7107, according to the variation pattern designated by the variation pattern command and the various effect control (effect operation) patterns designated by the effect control pattern of the effect determined in the processing of step S7106, one of the multiple types of symbol variation control patterns stored in the symbol variation control pattern table that corresponds to the designated various effect operation patterns is selected and determined as the pattern to be used.

[0308] The control pattern table stored in ROM121 stores multiple types of pattern change control patterns that indicate the control contents of various performance operations, such as the display operation of the change in the performance pattern in the display area of ​​the image display device 5 during the period from when the change in the performance pattern begins to when the confirmed performance pattern, which will be the final stopping pattern, is stopped and displayed, the display operation in the reach performance, the display operation in the pseudo-consecutive performance, and the display operation in the preview performance.

[0309] In addition, each pattern change control pattern includes control data for controlling various performance operations according to the change display of the performance pattern, such as a performance control process timer setting value, a performance control process timer judgment value, performance display control data, audio control data, brightness data, and an end code, and the contents of various performance controls and the timing of switching the performance controls are set in chronological order.

[0310] Next, a process table corresponding to the effect control pattern is selected (step S7108), and a process timer (effect setting process timer) for the process data of the selected process table is started (step S7109).

[0311] After executing the processing of step S7109, control of the performance devices (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) is started (step S7110) in accordance with the contents of the process data (display control execution data, brightness data, sound number data). For example, in accordance with the display control execution data, a command is output to cause the image display device 5 to display an image (including a performance design) corresponding to the variable pattern. Also, a control signal (lamp control data) is output to the LED driver to control the on / off of light-emitting elements such as various LEDs. Also, a control signal (sound number data) is output to the audio control board 13 to output audio from the speakers 8L, 8R.

[0312] Then, the variable display time timer is set to a value corresponding to the variable time specified by the variable pattern command (step S7111), the value of the performance control process flag is set to a value corresponding to the performance processing during variable display (step S172) (step S7112), and the variable display start setting processing is completed.

[0313] <Details of game progress> In the pachinko gaming machine 1 configured as described above, the game progresses as follows. In the pachinko gaming machine 1, the player first uses a left-handed shot to fire a gaming ball toward a first flow path that passes through the left-hand area of ​​the gaming area. When the fired gaming ball enters the first start winning hole formed in the winning ball device 6A, the first special symbol game begins. As a result of the first special symbol game, when the special symbol 1 variable display unit 21 changes to a display mode showing a jackpot symbol, a jackpot occurs.

[0314] As mentioned above, the types of jackpots in the first special symbol game are normal jackpots 1 and 2, and probability variable jackpots 1 to 4. When a jackpot occurs, a fanfare effect is executed, and a right-hit promotion effect is executed to encourage the player to make a right hit. The right-hit promotion effect involves displaying text (e.g., "right hit") and a graphic image (e.g., an arrow pointing to the right, which is the direction of the second flow path) on the screen of the image display device 5 to encourage a right hit, and also illuminating lighting means such as LEDs in the right-hit display unit 30 of the special symbol LED board 20 and the right-hit display unit 55 of the fourth symbol unit 50 to encourage a right hit. This encourages the player to make a right hit from then on.

[0315] During a round in the jackpot game state, the jackpot opening is opened a predetermined number of times (for example, three times for a 3R regular jackpot, and ten times for a 10R variable jackpot). Each opening of the jackpot opening continues until a predetermined period of time (for example, 29 seconds) has elapsed, or until the number of game balls that have entered the jackpot opening reaches a predetermined number (for example, 10), whichever comes first.

[0316] When the ending performance after the jackpot game state ends, the game state is controlled to a time-saving state for a predetermined number of times (for example, 100 times). Furthermore, if a V winning occurs during the jackpot round, the game state is controlled to a probability variable state for a predetermined number of times (for example, 100 times) of times of fluctuation controlled to the time-saving state.

[0317] Even in the probability variable state or time-saving state after the jackpot round, the right-hit promotion effect continues to be executed by the image display device 5, the right-hit display unit 30, and the right-hit display unit 55. Therefore, after the first jackpot (also called the initial win) occurs, the player is always encouraged to hit right by the right-hit promotion effect, even in the time-saving state after the jackpot round ends.

[0318] In the time-saving state, control is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state, control is executed to shorten the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state, and control is executed to improve the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. Also, in the time-saving state, electric chute support control may be executed to increase the frequency at which the variable prize-winning ball device 6B that forms the second start prize-winning port is opened, thereby increasing the frequency at which the game ball enters the second start prize-winning port and making it easier to win in the second start prize-winning port (higher entry, higher frequency).

[0319] In the time-saving state after the jackpot round, the launched game ball enters the second start winning hole formed in the variable winning ball device 6B, and the second special symbol game starts. As a result of the second special symbol game, when the special symbol 2 variable display unit 22 becomes a display mode showing a jackpot symbol, a jackpot (also called a consecutive win) occurs.

[0320] As mentioned above, the types of jackpots in the second special game are probability jackpots 5 to 9. When a jackpot occurs, a fanfare effect is executed. The right-hit promotion effect by the image display device 5, right-hit display unit 30, and right-hit display unit 55 continues from the first hit.

[0321] During a round in the jackpot game state, the large prize opening is opened a predetermined number of times (for example, 10 times). Each opening of the large prize opening continues until a predetermined period of time (for example, 29 seconds) has elapsed, or until the number of game balls that have entered the large prize opening reaches a predetermined number (for example, 10), whichever comes first.

[0322] Then, when the ending presentation after the jackpot game state ends, the game state is controlled to a time-saving state and a probability variable state (high probability, high base state) for a predetermined number of times (for example, 100 times), just as with the initial win. Even in the probability variable state after the jackpot round in a series of wins, the right-hit promotion presentation continues to be executed by the image display device 5, the right-hit display unit 30, and the right-hit display unit 55. Therefore, after the initial win occurs, even if a series of wins occurs in the probability variable state or the time-saving state after the jackpot round ends, the player is always encouraged to hit right by the right-hit promotion presentation, even in the probability variable state or the time-saving state after the jackpot round of the series of wins ends.

[0323] When the probability variable state or time-saving state ends without a jackpot occurring in either the probability variable state or time-saving state after the first jackpot round ends, or the probability variable state or time-saving state after the consecutive jackpot round ends, the game state is controlled to the normal state (low probability low base state), and the right-hit promotion effect by the image display device 5, right-hit display unit 30, and right-hit display unit 55 also ends. As a result, the player will hit the ball from the left again to launch the game ball toward the first flow path that passes through the left area of ​​the game area.

[0324] <Flow of the production> Next, the flow of a series of effects executed in the pachinko gaming machine 1 will be described. FIG. 33 is a diagram for explaining the flow of a series of effects. In the pachinko gaming machine 1, a notification effect is executed from the start of the variable display until the variable display stops. The notification effect is an effect that notifies the player whether the fluctuations of the special symbols and decorative symbols will stop in a manner indicating a jackpot, i.e., whether the game will be controlled to a jackpot gaming state. The notification effect is composed of multiple effect parts, and in this embodiment, includes a start part, a hype part, a win epilogue part, a loss epilogue part, a role operation part, a rescue win part, a re-lottery part, and a fanfare part. The re-lottery part is followed by a fanfare part that is executed before transitioning to a jackpot gaming state. The hype part is also referred to as an introduction part. The win epilogue part and the loss epilogue part are collectively referred to as an epilogue part.

[0325] [Starting part] The start part is the part where the performance corresponding to the previous fluctuation pattern is executed. The start part is also the part that indicates the period from when the fluctuation starts and when the pseudo-consecutive or normal reach is executed until the SP reach starts. Note that the start part also includes fluctuations that are not reach misses.

[0326] [Inciting part (introduction part)] The hype part (introduction part) includes the start of the SP reach (also called super reach) (when the SP reach title starts to be displayed) and the timing when the branching point for a jackpot or a miss occurs. The hype part is a part that hypes up whether it will be a jackpot or a miss depending on the performance that is performed. The hype part includes parts corresponding to SP first half reach A and SP first half reach B that are performed after the start part, and parts corresponding to SP second half reach A, SP second half reach B, or SP final reach that develop from the SP first half reach. Note that SP first half reach A and SP first half reach B are sometimes collectively referred to as the SP first half, and SP second half reach A, SP second half reach B, and SP final reach are sometimes collectively referred to as the SP second half.

[0327] [Epilogue part] The epilogue parts include a winning epilogue part that notifies the player that a jackpot display result will occur after each promotion part, and a losing epilogue part that notifies the player that a losing display result will occur. In the winning epilogue part, at least in the final part of the epilogue part, a presentation is executed with a story unfolding to notify the player that the currently changing symbols will become a jackpot display result and the game will be controlled to a jackpot gaming state. In the losing epilogue part, at least in the final part of the epilogue part, a presentation is executed with a story unfolding to notify the player that the currently changing symbols will become a losing display result and the game will not be controlled to a jackpot gaming state.

[0328] In addition, in the epilogue part, the notification of a jackpot display result can be made by moving the device when announcing a win or loss after the introductory part, as in the final reach described below, or by a story unfolding on the LCD (image display device 5) without using a device, as in SP reaches other than the final reach. Among the epilogue parts, the winning epilogue part notifying by moving the device is also referred to as a win or loss notification part. Specifically, in SP first half reach A and B and SP second half reach A and B, in the epilogue part executed after the introductory part, if a jackpot occurs, the winning epilogue part as described above notifies the player that the game will be controlled to a jackpot game state as the conclusion of the story presentation using the LCD. If a jackpot does not occur, the losing epilogue part notifies the player that the game will not be controlled to a jackpot game state as the conclusion of the story presentation using the LCD. The initial story unfolding in the story presentation may also suggest whether or not a win has occurred. On the other hand, in the final reach, in the epilogue part that is executed after the introductory part, first, a win / loss notification part (device operation part) operates the device, which branches into whether or not the game will be controlled to a jackpot game state, and then, if a jackpot occurs, the above-mentioned win epilogue part notifies the player that the game will be controlled to a jackpot game state as the conclusion of the story presentation using the LCD, and if a jackpot does not occur, the loss epilogue part notifies the player that the game will not be controlled to a jackpot game state as the conclusion of the story presentation using the LCD. In this way, the win epilogue part in the final reach includes a win / loss notification part and the subsequent win epilogue part or loss epilogue part.

[0329] Also, in response to SP first half reach A, the winning epilogue part of SP first half reach A and the losing epilogue part of SP first half reach A are executed. In response to SP first half reach B, the winning epilogue part of SP first half reach B and the losing epilogue part of SP first half reach B are executed. In response to SP second half reach A, the winning epilogue part of SP second half reach A and the losing epilogue part of SP second half reach A are executed. In response to SP second half reach B, the winning epilogue part of SP second half reach B and the losing epilogue part of SP second half reach B are executed. In response to SP final reach, the winning epilogue part of SP final reach and the losing epilogue part of SP final reach are executed.

[0330] [Demon Action Part] The reel operation part is a part corresponding to the period of the SP second half development in which an effect indicating the development from the SP first half to the SP second half is executed by operating the movable body 32. The reel operation part is executed after the hype part of the SP first half reach A or the hype part of the SP first half reach B. After the reel operation part, either the hype part of the SP second half reach A, the hype part of the SP second half reach B, or the hype part of the SP final reach is executed.

[0331] [Relief Part] The rescue hit part is a part where a rescue hit effect is executed, which initially appears to be a miss and then suggests a jackpot. The rescue hit part can develop from either the miss epilogue part of the SP second half reach A, the miss epilogue part of the SP second half reach B, or the miss epilogue part of the SP final reach.

[0332] [Re-draw part] The re-lottery part is a part executed after the winning epilogue part in which the jackpot display result is displayed. Specifically, the re-lottery effect is executed after the winning epilogue part of the SP first half reach A, the winning epilogue part of the SP first half reach B, the winning epilogue part of the SP second half reach A, the winning epilogue part of the SP second half reach B, the winning epilogue part of the SP final reach, and the rescue winning part. In this embodiment, the re-lottery part is always executed after each winning part (winning epilogue part, rescue winning part), but there may be cases where the re-lottery effect part is not transitioned to. For example, the re-lottery part may not be executed after the rescue part, the re-lottery part may not be executed after the winning epilogue part, or the re-lottery part may not be executed if a probability variable symbol (an odd symbol indicating a probability variable) is derived as the jackpot display result.

[0333] [Relationship before and after the decision] Next, we will explain an example in which a series of effects is divided into the timing before and after the hit / miss determination. Figure 34 is a diagram for explaining the relationship before and after the hit / miss determination, the SP first half reach A jackpot, and the SP final reach jackpot. Here, the hit / miss determination refers to the effect that indicates a branch in the final stage of the hype part, whether the result will be a hit or a miss display. As shown in Figure 34(A), a series of effects can be divided into parts that are executed before and after the hit / miss determination, from the start of the fluctuation to the end of the fluctuation, at the timing before and after the hit / miss determination. The part before the hit / miss determination includes a start part and a hype part. Furthermore, the part after the hit / miss determination includes an epilogue part (hit, miss), a rescue hit part, and a re-draw part.

[0334] In this way, the series of effects from the start of fluctuation to the end of fluctuation consists of multiple parts. Also, the period from the start of fluctuation to the end of fluctuation can be divided into before and after the start of SP reach (start of post-fluctuation). In such a case, the period before the start of SP reach corresponds to the fluctuation pattern of the pre-fluctuation described above, and the period after the start of SP reach corresponds to the fluctuation pattern of the post-fluctuation described above.

[0335] Next, using Figure 34 (B), we will explain the fluctuation pattern of main fluctuation number 20, which is the fluctuation pattern of the SP first half reach A jackpot among each fluctuation pattern. In the fluctuation pattern of the SP first half reach A jackpot, the start part is from the start of fluctuation to the start of SP reach (later fluctuation start). Then, the provocation part (SP first half reach A) is from the start of SP reach (later fluctuation start) to the decision of whether it is a win or a loss. In the fluctuation pattern of the SP first half reach A jackpot, the role device does not move at the timing of the decision of whether it is a win or a loss. Then, the epilogue part (SP first half reach A hit) is from the decision of whether it is a win or a loss to the start of the re-lottery performance. Then, the re-lottery part is from the start of the re-lottery performance to the end of fluctuation. For example, in the fluctuation pattern of the SP first half reach A jackpot, the start part is set to 60 seconds, the provocation part (SP first half reach A) to 20 seconds, the epilogue part (SP first half reach A hit) to 15 seconds, and the re-lottery part to 20 seconds.

[0336] Next, using Figure 34 (C), we will explain the fluctuation pattern of main fluctuation number 26, which is the fluctuation pattern of the SP final reach jackpot among the various fluctuation patterns. In the fluctuation pattern of the SP final reach jackpot, the start part is from the start of fluctuation to the start of the SP reach (start of later fluctuation). Then, the provocation part (SP first half reach A) is from the start of the SP reach (start of later fluctuation) to the development of the second half of the SP. Then, the provocation part (SP final reach) is from the development of the second half of the SP to the determination of whether it is a win or a loss. In the fluctuation pattern of the SP final reach jackpot, the role device does not move at the timing of the determination of whether it is a win or a loss. Then, the epilogue part (SP final reach hit) is from the determination of whether it is a win or a loss to the start of the re-lottery performance. Then, the re-lottery part is from the start of the re-lottery performance to the stop of fluctuation. For example, the fluctuation pattern for the SP final reach jackpot is set so that the start part is 60 seconds, the teasing part (SP first half reach A) is 20 seconds, the teasing part (SP final reach) is 25 seconds, the epilogue part (SP final reach hit) is 30 seconds, and the re-draw part is 20 seconds.

[0337] As shown in Figures 34(B) and (C), the SP final reach, which has a higher expectation than the SP first half reach A, has a longer fluctuation time. Also, the SP final reach, which has a higher expectation than the SP first half reach A, has a longer total excitement part time and epilogue part time. This means that the higher the expectation of the fluctuation, the longer the period of excitement for the player can be, and the longer the afterglow time when a win is achieved, which increases the sense of celebration.

[0338] <About the scenario> Next, the correspondence between the performance contents executed in a series of performances and the game effect lamp 9 will be explained using the scenario for each part. The scenario described here serves as a script summarizing the content of each scene in a series of performances. The scenario for each part corresponds to a diagram for explaining the performance mode corresponding to each part, which will be described later. The contents of the performances executed on the screen of the image display device 5 and the mode of the game effect lamp 9 will be explained in detail using diagrams for explaining the performance modes, which will be described later. Below, the correspondence between the diagrams for explaining the scenario for each part and the diagrams for explaining the performance modes, which will be described later, will be explained.

[0339] FIG. 35 is a diagram for explaining the scenario of the start part. The scenario of the start part corresponding to number 1 in FIG. 33 corresponds to the presentation modes of FIGS. 55 to 61, which will be described later. FIG. 36 is a diagram for explaining the scenario of the hype part (SP first half reach A). The scenario of the hype part (SP first half reach A) corresponding to number 2 in FIG. 33 corresponds to the presentation modes of FIGS. 62 to 67, which will be described later. FIG. 38 is a diagram for explaining the scenarios of the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). The scenario of the winning epilogue part (SP first half reach A) corresponding to number 3 in FIG. 33 corresponds to the presentation modes of FIGS. 68 to 69, which will be described later. The scenario of the losing epilogue part (SP first half reach A) corresponding to number 4 in FIG. 33 corresponds to the presentation modes of FIGS. 70 to 71, which will be described later.

[0340] FIG. 38 is a diagram for explaining the scenario of the inciting part (SP first half reach B). The scenario of the inciting part (SP first half reach B) corresponding to number 5 in FIG. 33 corresponds to the presentation modes of FIGS. 72 to 77, which will be described later. FIG. 39 is a diagram for explaining the scenario of the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). The scenario of the winning epilogue part (SP first half reach B) corresponding to number 6 in FIG. 33 corresponds to the presentation modes of FIGS. 78 to 80, which will be described later. The scenario of the losing epilogue part (SP first half reach B) corresponding to number 7 in FIG. 33 corresponds to the presentation modes of FIGS. 81 to 82, which will be described later. FIG. 40 is a diagram for explaining the scenario of the role operation part (at the time of SP second half development). The scenario of the role operation part (at the time of SP second half development) corresponding to number 8 in FIG. 33 corresponds to the presentation mode of FIG. 83, which will be described later.

[0341] FIG. 41 is a diagram for explaining the scenario of the hype part (SP second half reach A). The scenario of the hype part (SP second half reach A) corresponding to number 9 in FIG. 33 corresponds to the presentation modes of FIGS. 84 to 96, which will be described later. FIG. 42 is a diagram for explaining the scenario of the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). The scenario of the winning epilogue part (SP second half reach A) corresponding to number 10 in FIG. 33 corresponds to the presentation modes of FIGS. 97 to 98, which will be described later. The scenario of the losing epilogue part (SP second half reach A) corresponding to number 11 in FIG. 33 corresponds to the presentation modes of FIGS. 99 to 100, which will be described later.

[0342] FIG. 43 is a diagram for explaining the scenario of the hype part (SP second half reach B). The scenario of the hype part (SP second half reach B) corresponding to number 12 in FIG. 33 corresponds to the presentation modes of FIGS. 101 to 109, which will be described later. FIG. 44 is a diagram for explaining the scenario of the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). The scenario of the winning epilogue part (SP second half reach B) corresponding to number 13 in FIG. 33 corresponds to the presentation modes of FIGS. 110 to 112, which will be described later. The scenario of the losing epilogue part (SP second half reach B) corresponding to number 14 in FIG. 33 corresponds to the presentation modes of FIGS. 113 to 114, which will be described later.

[0343] 45 and 46 are diagrams for explaining the scenario of the provocative part (SP final reach). The scenario of the provocative part (SP final reach) corresponding to number 15 in FIG. 33 corresponds to the presentation modes of FIGS. 115 to 132, which will be described later. FIG. 47 is a diagram for explaining the scenario of the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). The scenario of the winning epilogue part (SP final reach) corresponding to number 16 in FIG. 33 corresponds to the presentation modes of FIGS. 133 to 136, which will be described later. The scenario of the losing epilogue part (SP final reach) corresponding to number 17 in FIG. 33 corresponds to the presentation modes of FIGS. 137 to 138, which will be described later. FIG. 48 is a diagram for explaining the scenario of the rescue winning part. The scenario of the rescue winning part corresponding to number 18 in FIG. 33 corresponds to the presentation modes of FIGS. 139 to 140, which will be described later.

[0344] FIG. 49 is a diagram for explaining a scenario of a re-drawing part (deriving an odd symbol or an even symbol after a button operation). The scenario of the re-drawing part (deriving an odd symbol or an even symbol after a button operation) corresponding to No. 19 in FIG. 33 corresponds to the presentation modes shown in FIGS. 141 to 156 described later. FIG. 50 is a diagram for explaining a scenario of a re-drawing part (deriving an odd symbol after a button operation) and a fanfare part. The scenario of the re-drawing part (deriving an odd symbol after a button operation) corresponding to No. 20 in FIG. 33 corresponds to the presentation modes shown in FIGS. 157 to 159 described later. The scenario of the fanfare part corresponding to No. 22 in FIG. 33 corresponds to the presentation mode shown in FIG. 160 described later. FIG. 51 is a diagram for explaining a scenario of a re-drawing part (deriving an even symbol after a button operation) and a fanfare part. The scenario of the re-drawing part (deriving an even symbol after a button operation) corresponding to No. 21 in FIG. 33 corresponds to the presentation modes shown in FIGS. 161 to 163 described later. The scenario of the fanfare part corresponding to No. 22 in FIG. 33 corresponds to the presentation mode shown in FIG. 164 described later.

[0345] <Output mechanism to the LED driver (lamp driver)> FIG. 52 is a diagram for explaining the output mechanism to the LED driver. In the present embodiment, the effect control CPU 120 mounted on the effect control board 12 outputs luminance data for lighting / blinking / extinguishing one or more lamps (LEDs) among the plurality of lamps (LEDs) included in the game effect lamp 9 to the LED driver (also referred to as a lamp driver). Hereinafter, the control of lighting / blinking / extinguishing the lamps such as LEDs performed by the effect control CPU 120 is also referred to as lamp control. Based on the luminance data received from the effect control CPU 120, the LED driver adjusts the current flowing through each lamp included in the game effect lamp 9 to be controlled so as to light / blink / extinguish each lamp. Each game effect lamp 9 lights / blinks / extinguishes based on the current adjusted by the LED driver.

[0346] More specifically, the ROM 121 and RAM 122 of the performance control board 12 store brightness data tables that contain brightness data for controlling each game effect lamp 9. The brightness data tables include an error brightness data table used when an error occurs, an SP reach brightness data table used in each part during the SP reach (such as the hype part, the winning epilogue part, the losing epilogue part, and the role operation part), and a background brightness data table.

[0347] Furthermore, the background brightness data table includes a normal background brightness data table used in a low probability low base state (normal state), a fanfare background brightness data table used in a fanfare state in which a fanfare effect is executed, a jackpot background brightness data table used during a round in a jackpot game state, an ending background brightness data table used in an ending state in which an ending effect is executed to notify the end of the jackpot game state, and a probability variable background brightness data table used in a high probability high base state (probability variable state).

[0348] The above-mentioned background brightness data tables are used without overlapping, and one of the background brightness data tables is used depending on which of multiple game states is controlled, such as normal state, fanfare state, jackpot game state, ending state, and probability variable state. That is, the performance control CPU 120 uses one of the background brightness data tables for each game state being controlled, and outputs brightness data based on that background brightness data table to the LED driver. As a result, each game effect lamp 9 is controlled according to the game state being controlled.

[0349] Furthermore, the error brightness data table, the SP reach brightness data table, and the background brightness data table each have a priority when used. Specifically, as shown in Fig. 52, the error brightness data table, the SP reach brightness data table, and the background brightness data table have a higher priority when used in that order.

[0350] For example, if the SP Reach occurs while outputting brightness data based on the normal background brightness data table in the normal state, the performance control CPU 120 uses the SP Reach brightness data table corresponding to the SP Reach in preference to the normal background brightness data table, and outputs brightness data based on the SP Reach brightness data table to the LED driver. Thus, if the SP Reach occurs while the game effect lamps 9 are being controlled in a manner corresponding to the normal state based on the normal background brightness data table, the game effect lamps 9 are controlled in a manner corresponding to the SP Reach based on the SP Reach brightness data table. While brightness data based on the SP Reach brightness data table is being output to the LED driver, brightness data based on the normal background brightness data table is not output to the LED driver when the SP Reach returns to the normal state after the end of the SP Reach. And, if a jackpot is hit and the fanfare state is entered, brightness data based on the fanfare background brightness data table is output to the LED driver.

[0351] More specifically, the effect control CPU 120 uses a timer to measure the lamp control time corresponding to the game state being controlled, and outputs brightness data to the LED driver using the background brightness data table corresponding to the game state being controlled. However, if the game progresses to an SP reach, for example, the SP reach brightness data table corresponding to the SP reach is used preferentially over the background brightness data table to output brightness data to the LED driver. During this time, the effect control CPU 120 continues to update the timer value without stopping the measurement of the lamp control time using the background brightness data table. In other words, even while the effect control CPU 120 is lamp controlling the game effect lamp 9 based on the SP reach brightness data table, the brightness data included in the background brightness data table continues to be updated. However, because the brightness data included in the background brightness data table has a lower priority than the brightness data included in the SP reach brightness data table, the brightness data included in the background brightness data table is not output to the LED driver. After the SP reach is over, the performance control CPU 120 starts again to output the luminance data included in the background luminance data table to the LED driver from the continuation of the luminance data that has been continuously updated.

[0352] Furthermore, for example, if an error occurs while outputting brightness data based on the SP Reach brightness data table during an SP Reach, the performance control CPU 120 uses the error brightness data table corresponding to the error in preference to the SP Reach brightness data table, and outputs brightness data to the LED driver based on the error brightness data table. Thus, if an error occurs while the game effect lamp 9 is being controlled in a manner corresponding to the SP Reach based on the SP Reach brightness data table, the game effect lamp 9 is controlled in a manner corresponding to the error based on the error brightness data table. While the brightness data based on the error brightness data table is being output to the LED driver, the brightness data based on the SP Reach brightness data table is not output to the LED driver. However, when the error is cleared and the game returns to the SP Reach gaming state, the brightness data based on the SP Reach brightness data table is output to the LED driver.

[0353] More specifically, the performance control CPU 120 uses a timer to measure the lamp control time corresponding to the SP reach being controlled, and outputs brightness data to the LED driver using the SP reach brightness data table corresponding to that SP reach. However, if an error occurs, the error brightness data table corresponding to that error is used in preference to the SP reach brightness data table to output brightness data to the LED driver. During this time, the performance control CPU 120 continues to update the timer value without stopping the measurement of the lamp control time using the SP reach brightness data table. In other words, even while the perfo...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a plurality of light emitting means; a light emission control means for controlling the light emitting means, the light emission control means controls the light emission means using a luminance data table configured with luminance data; It is possible to execute a notification effect that notifies whether or not the advantageous state is being controlled, The notification performance includes an introduction part until the success or failure of the control to the advantageous state is notified, and an epilogue part that is executed after the success or failure notification and when it is determined that the control to the advantageous state will be achieved. The notification effect includes a first notification effect and a second notification effect, The light emission control means In an introduction part of the first notification performance, the light emitting means is controlled using a brightness data table corresponding to the introduction part of the first notification performance; In an introduction part of the second notification performance, the light emitting means is controlled using a brightness data table corresponding to the introduction part of the second notification performance; The brightness data table corresponding to the introduction part of the first notification performance includes a brightness data table for a specific light-emitting mode and a brightness data table for a special light-emitting mode different from the specific light-emitting mode, The brightness data table corresponding to the introduction part of the second notification performance includes a brightness data table for a specific light-emitting mode and a brightness data table for a special light-emitting mode different from the specific light-emitting mode, The brightness data table for setting a specific light-emitting mode in the brightness data table corresponding to the introduction part of the first notification performance and the brightness data table for setting a specific light-emitting mode in the brightness data table corresponding to the introduction part of the second notification performance are a common brightness data table, In the introductory part, there is a predetermined scene in which a first dialogue subtitle is displayed in a dialogue subtitle display area in response to a first dialogue sound uttered by a character, and a second dialogue subtitle is displayed in the dialogue subtitle display area in response to a second dialogue sound uttered by the character, The predetermined scene includes a first period during which the display of the first dialogue subtitle starts and the second dialogue subtitle is not displayed, a second period after the first period from when the display of the second dialogue subtitle starts with a fade-in effect while the first dialogue subtitle is displayed until when the display of the first dialogue subtitle ends with a fade-out effect while the second dialogue subtitle is displayed, and a third period after the second period during which the display of the first dialogue subtitle ends and the second dialogue subtitle is displayed. The first dialogue sound is output during the first period, the first dialogue sound and the second dialogue sound are not output during the second period, and the second dialogue sound is output during the third period. A gaming machine characterized by:

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