Gaming machine
The gaming machine improves amusement by incorporating acquisition, discrimination, and state setting mechanisms to create engaging gameplay experiences.
Patent Information
- Application Number
- JP2024115486
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-19
- Publication Date
- 2026-01-29
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack enhancements in game amusement.
Incorporation of an acquisition means to acquire discrimination information based on predetermined conditions, a discrimination means for discrimination, a displacement means to guide or prevent gaming balls, and specific gaming state setting means to enhance player advantage without discrimination, including special gaming states.
Enhances the enjoyment of the game by providing varied and engaging gameplay experiences.
Smart Images

Figure 2026014432000001_ABST
Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine represented by a pachinko machine.
Background Art
[0002] Conventionally, there are gaming machines such as pachinko machines that give players advantageous benefits when the result of a lottery conducted based on the establishment of predetermined lottery conditions is a specific lottery result.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, further improvement in the amusement of the game has been demanded.
[0005] The present invention has been made to solve the above-exemplified problems and the like, and an object thereof is to provide a gaming machine capable of improving the amusement of the game.
Means for Solving the Problems
[0006] To achieve this objective, the gaming machine described in claim 1 includes an acquisition means capable of acquiring discrimination information based on the fulfillment of predetermined acquisition conditions, a discrimination means capable of performing discrimination based on the acquired discrimination information, a displacement means capable of being displaced between a predetermined part through which a gaming ball can pass, a first position for guiding the gaming ball to the predetermined part, and a second position for preventing the gaming ball from being guided to the predetermined part, a specific gaming state setting means capable of setting a specific gaming state based on the fulfillment of predetermined setting conditions, and a special gaming state setting means capable of setting a special gaming state advantageous to the player without performing the discrimination by the discrimination means when a gaming ball passes through the predetermined part. [Effects of the Invention]
[0007] The gaming machine according to claim 1 includes an acquisition means capable of acquiring discrimination information based on the fulfillment of predetermined acquisition conditions, and a discrimination means capable of performing discrimination based on the acquired discrimination information, and comprises a predetermined part through which a gaming ball can pass, a first position for guiding the gaming ball to the predetermined part, and a second position for preventing the gaming ball from being guided to the predetermined part, a specific gaming state setting means capable of setting a specific gaming state based on the fulfillment of predetermined setting conditions, and a special gaming state setting means capable of setting a special gaming state advantageous to the player without performing the discrimination by the discrimination means when a gaming ball passes through the predetermined part.
[0008] This has the effect of enhancing the enjoyment of the game. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the pachinko machine in the first control example. [Figure 2] This is a front view of the game board of a pachinko machine in the first control example. [Figure 3] This is a rear view of the pachinko machine in the first control example. [Figure 4] This is a front view of the game board of a pachinko machine in the first control example. [Figure 5] (a) is a schematic diagram illustrating the structure of a variable prize-winning device provided in the lower front view region of the game board of a pachinko machine in the first control example, and (b) is a schematic diagram illustrating the flow path of a ball that has entered the variable prize-winning device in the first control example. [Figure 6] (a) is a schematic diagram showing the area division settings and effective line settings of the display screen in the first control example, and (b) is a diagram illustrating the actual display screen in the first control example. [Figure 7] (a) is a diagram showing an example of the display method when a reach is established during the normal state as displayed on the third symbol display device in the first control example, and (b) is a diagram showing an example of the display method when a normal symbol change is being performed during the normal state as displayed on the third symbol display device in the first control example. [Figure 8] (a) is a diagram showing an example of the display when a normal winning game (long opening winning game) is performed during the normal state displayed on the third symbol display device in the first control example, and (b) is a diagram showing an example of the display when a chance zone is set during the normal state displayed on the third symbol display device in the first control example. [Figure 9] (a) is a diagram showing an example of the display when the third symbol temporarily stops during a special variation performance displayed on the third symbol display device in the first control example, and (b) is a diagram showing an example of the display when the third symbol restarts during a special variation performance that is executed while a special symbol 2 reserved ball has been acquired, as displayed on the third symbol display device in the first control example. [Figure 10] This figure shows an example of the display pattern when the third symbol restarts during a special variation effect that is performed when the special symbol 2 reserved ball displayed on the third symbol display device has not been acquired in the first control example. [Figure 11](a) is a diagram showing an example of the display method for the first half of the ending period of a normal jackpot game displayed on the third symbol display device in the first control example, (b) is a diagram showing an example of the display method for the first half of the ending period of a probability variation jackpot game displayed on the third symbol display device in the first control example, (c) is a diagram showing an example of the display method for the second half of the ending period of a normal jackpot game displayed on the third symbol display device in the first control example, and (d) is a diagram showing an example of the display method for the second half of the ending period of a probability variation jackpot game displayed on the third symbol display device in the first control example. [Figure 12] (a) and (b) are diagrams showing examples of display modes for game state indication effects that are performed during the chance mode displayed on the third symbol display device in the first control example. [Figure 13] (a) is a diagram showing an example of the display during a period other than the high-speed variation period (normal variation period) in the first control example, where the chance mode is set as the performance mode displayed on the third symbol display device, the normal state is set internally, and the display is shown in a diagram showing an example of the display when the frame button is operated). [Figure 14] (a) is a diagram showing an example of the display of the operation animation during the high-speed variation period in the chance mode displayed on the third symbol display device in the first control example, and (b) is a diagram showing an example of the display when the frame button is operated during the operation animation during the high-speed variation period in the chance mode displayed on the third symbol display device in the first control example. [Figure 15] (a) is a diagram showing an example of the display when the first special symbol variation is performed during the "Super Chance Mode" displayed on the third symbol display device in the first control example, and (b) is a diagram showing an example of the display when the second special symbol variation is performed during the "Super Chance Mode" displayed on the third symbol display device in the first control example. [Figure 16] (a) is a timing chart showing the flow of the effect when a variation pattern in which a non-reach variation effect is executed is set as the variation effect of the third symbol in the first control example, and (b) is a timing chart showing the flow of the effect when a variation pattern in which a reach variation effect is executed is set as the variation effect of the third symbol in the first control example. [Figure 17] (a) is a timing chart showing the flow of the effect during the ending period for a normal jackpot in the first control example, (b) is a timing chart showing the flow of the effect during the ending period for a sure-win jackpot in the first control example, and (c) is a timing chart showing the flow when a ball did not flow down through a specific area (V gate) during a sure-win jackpot game in the first control example. [Figure 18] (a) and (b) are timing charts showing the flow of the effect mode set after the end of the jackpot game in the first control example. [Figure 19] (a) and (b) are timing charts showing the flow of the content of the operation effect during the chance mode in the first control example. [Figure 20] It is a diagram showing the game flow of the pachinko machine in the first control example. [Figure 21] It is a block diagram showing the electrical configuration of the pachinko machine in the first control example. [Figure 22] It is a diagram schematically showing the configuration of various counters in the first control example. [Figure 23] (a) is a block diagram showing the configuration of the ROM of the main control device in the first control example, and (b) is a block diagram showing the configuration of the RAM of the main control device in the first control example. [Figure 24] (a) is a diagram schematically showing the specified content of the first hit random number table set in the ROM of the main control device in the first control example, and (b) is a diagram schematically showing the specified content of the second hit random number table set in the ROM of the main control device in the first control example. [Figure 25](a) is a block diagram showing the configuration of the first hit type selection table set in the ROM of the main control device in the first control example, (b) is a diagram schematically showing the specified content of the big hit table for special figure 1 set in the ROM of the main control device in the first control example, and (c) is a diagram schematically showing the specified content of the big hit table for special figure 2 set in the ROM of the main control device in the first control example. [Figure 26] (a) is a block diagram showing the configuration of the variable pattern selection table set in the ROM of the main control device in the first control example, and (b) is a diagram schematically showing the specified content of the normal use table set in the ROM of the main control device in the first control example. [Figure 27] It is a diagram schematically showing the specified content of the probability change and time shortening table set in the ROM of the main control device in the first control example. [Figure 28] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the first control example, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the first control example. [Figure 29] It is a diagram schematically showing the specified content of the normal middle special figure 2 effect selection table set in the ROM of the voice lamp control device in the first control example. [Figure 30] It is a diagram schematically showing the specified content of the probability change middle effect selection table set in the ROM of the voice lamp control device in the first control example. [Figure 31] (a) is a diagram schematically showing the specified content of the continuous notice execution selection table set in the ROM of the voice lamp control device in the first control example, and (b) is a diagram schematically showing the specified content of the V notification execution selection table set in the ROM of the voice lamp control device in the first control example. [Figure 32] (a) is a block diagram showing the configuration of the button operation time effect selection table set in the ROM of the voice lamp control device in the first control example, and (b) is a diagram schematically showing the specified content of the time shortening state selection table set in the ROM of the voice lamp control device in the first control example. [Figure 33]This diagram schematically shows the contents of the probability change state selection table set in the ROM of the audio lamp control device in the first control example. [Figure 34] This is a block diagram showing the electrical configuration of the display control device in the first control example. [Figure 35] (a) to (c) are explanatory diagrams illustrating the images at power-on in the first control example. [Figure 36] (a) is an explanatory diagram illustrating rear view A in the first control example, and (b) is an explanatory diagram illustrating rear view B to D in the first control example. [Figure 37] This figure schematically shows an example of a display data table in the first control example. [Figure 38] This figure schematically shows an example of a transfer data table in the first control example. [Figure 39] This figure schematically shows an example of a drawing list in the first control example. [Figure 40] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit in the first control example. [Figure 41] This flowchart shows the special symbol variation process executed by the MPU in the main control unit in the first control example. [Figure 42] This flowchart shows the special symbol jackpot determination process executed by the MPU in the main control unit in the first control example. [Figure 43] This flowchart shows the special symbol variation pattern selection process executed by the MPU in the main control unit in the first control example. [Figure 44] This flowchart shows the update process executed by the MPU in the main control unit in the first control example. [Figure 45] This flowchart shows the start-up prize-winning process executed by the MPU in the main control unit in the first control example. [Figure 46] This flowchart shows the look-ahead process performed by the MPU in the main control unit in the first control example. [Figure 47]This flowchart shows the normal symbol variation process performed by the MPU in the main control unit in the first control example. [Figure 48] This flowchart shows the through-gate passage process executed by the MPU in the main control unit in the first control example. [Figure 49] This flowchart shows the NMI interrupt processing performed by the MPU in the main control unit in the first control example. [Figure 50] This flowchart shows the startup process executed by the MPU in the main control unit in the first control example. [Figure 51] This flowchart shows the main processing performed by the MPU in the main control unit in the first control example. [Figure 52] This flowchart shows the jackpot control process executed by the MPU in the main control unit in the first control example. [Figure 53] This flowchart shows the jackpot operation setting process executed by the MPU in the main control unit in the first control example. [Figure 54] This flowchart shows the jackpot termination process executed by the MPU in the main control unit in the first control example. [Figure 55] This flowchart shows the prize-winning process executed by the MPU in the main control unit in the first control example. [Figure 56] This flowchart shows the error processing performed by the MPU in the main control unit in the first control example. [Figure 57] This flowchart shows the startup process executed by the MPU in the audio lamp control device in the first control example. [Figure 58] This flowchart shows the main processing performed by the MPU in the audio lamp control device in the first control example. [Figure 59] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the first control example. [Figure 60]This flowchart shows the status command reception process executed by the MPU in the audio lamp control device in the first control example. [Figure 61] This flowchart shows the prize winning command processing executed by the MPU in the audio lamp control device in the first control example. [Figure 62] This flowchart shows the special prize winning information command processing executed by the MPU in the audio lamp control device in the first control example. [Figure 63] This flowchart shows the general diagram-related processing performed by the MPU in the audio lamp control device in the first control example. [Figure 64] This flowchart shows the jackpot-related processing performed by the MPU in the audio lamp control device in the first control example. [Figure 65] This flowchart shows the ending process performed by the MPU in the audio lamp control device in the first control example. [Figure 66] This flowchart shows the variable display setting process executed by the MPU in the audio lamp control device in the first control example. [Figure 67] This flowchart shows the special effect mode setting process shown in Figure 1, which is executed by the MPU in the audio lamp control device in the first control example. [Figure 68] This flowchart shows the special effect mode setting process (Figure 2) executed by the MPU in the audio lamp control device in the first control example. [Figure 69] This flowchart shows the chance mode performance setting process executed by the MPU in the audio lamp control device in the first control example. [Figure 70] This flowchart shows the frame button input monitoring and performance processing performed by the MPU in the audio lamp control device in the first control example. [Figure 71] This flowchart shows the main processing performed by the MPU within the display control device in the first control example. [Figure 72]This flowchart shows the boot process executed by the MPU in the display control device in the first control example. [Figure 73] (a) is a flowchart showing the command interrupt processing executed by the MPU in the display control device in the first control example, and (b) is a flowchart showing the V interrupt processing executed by the MPU in the display control device in the first control example. [Figure 74] This flowchart shows the command determination process executed by the MPU in the display control device in the first control example. [Figure 75] (a) is a flowchart showing the variable pattern command processing executed by the MPU in the display control device in the first control example, and (b) is a flowchart showing the stop type command processing executed by the MPU in the display control device in the first control example. [Figure 76] (a) is a flowchart showing the opening command processing executed by the MPU in the display control device in the first control example, and (b) is a flowchart showing the round number command processing executed by the MPU in the display control device in the first control example. [Figure 77] This flowchart shows the ending command processing executed by the MPU in the display control device in the first control example. [Figure 78] (a) is a flowchart showing the variable stop command processing executed by the MPU in the display control device in the first control example, and (b) is a flowchart showing the notification command processing executed by the MPU in the display control device in the first control example. [Figure 79] (a) is a flowchart showing the back image change command processing executed by the MPU in the display control device in the first control example, and (b) is a flowchart showing the error command processing executed by the MPU in the display control device in the first control example. [Figure 80] This flowchart shows the display setting process executed by the MPU in the display device in the first control example. [Figure 81]This flowchart shows the warning image setting process executed by the MPU in the display control device in the first control example. [Figure 82] This flowchart shows the pointer update process executed by the MPU within the display control device in the first control example. [Figure 83] (a) is a flowchart showing the transfer setting process executed by the MPU in the display control device in the first control example, and (b) is a flowchart showing the resident image transfer setting process executed by the MPU in the display control device in the first control example. [Figure 84] This flowchart shows the normal image transfer setting process executed by the MPU in the display control device in the first control example. [Figure 85] This flowchart shows the drawing process executed by the MPU within the display control device in the first control example. [Figure 86] This is a front view of the second control example of a pachinko machine. [Figure 87] This is a front view of the game board of a pachinko machine in the second control example. [Figure 88] This is a magnified view of a portion of the game board of a pachinko machine in the second control example. [Figure 89] This is a disassembled front perspective view of the V-prize winning device in the second control example. [Figure 90] (a) is a cross-sectional view of the V-prize device on the La-La line in the second control example, (b) is a cross-sectional view of the V-prize device on the Lb-Lb line in the second control example, and (c) is a top view of the V-prize device in the second control example. [Figure 91] (a) is a rear view of the back cover body showing the state in which the switching member is activated so that the game balls are distributed to the special discharge channel in the second control example, and (b) is a rear view of the back cover body showing the state in which the flow path solenoid is not activated and the guide piece of the switching member is blocking the opening surface of the inlet of the special discharge channel in the second control example. [Figure 92](a) is a schematic plan view of the V-prize opening of the V-prize device in the second control example with the opening door closed, and (b) is a schematic plan view of the V-prize opening of the V-prize device in the second control example with the opening open. [Figure 93] (a) is a front view of the performance button of the pachinko machine in the second control example, and (b) is a front view of the selection button of the pachinko machine in the second control example. [Figure 94] This is a rear view of the game board of a pachinko machine in the second control example. [Figure 95] (a) is a schematic diagram showing the area division settings and effective line settings of the display screen in the second control example, and (b) is a diagram illustrating the actual display screen in the second control example. [Figure 96] (a) is a diagram showing an example of the jackpot animation screen after a normal jackpot is won, as displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the enemy defeat animation screen displayed on the third symbol display device in the second control example. [Figure 97] (a) is a diagram showing an example of the screen displayed on the third symbol display device during the interval after the end of the second round in the second control example, and (b) is a diagram showing an example of the screen showing the successful defeat during the sixth round (final round) displayed on the third symbol display device in the second control example. [Figure 98] (a) is a diagram showing an example of the third round's presentation screen displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the display screen when the button is pressed during the button valid period displayed on the third symbol display device in the second control example. [Figure 99] (a) is a diagram showing an example of the display screen when the button is not pressed during the button valid period displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the revival success animation screen during the 6th round (final round) displayed on the third symbol display device in the second control example. [Figure 100](a) is a diagram showing an example of the display screen for the time-saving state (during rush) displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the winning screen for the time-saving state (during rush) displayed on the third symbol display device in the second control example. [Figure 101] (a) is a diagram showing an example of a small win game screen during the time-saving state (rush) displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of a display screen when a V is hit during the initial "Aim for V" performance period displayed on the third symbol display device in the second control example. [Figure 102] This figure shows an example of the display screen after the initial "Aim for V" animation period has elapsed, as shown on the third symbol display device in the second control example. [Figure 103] (a) is a diagram showing an example of the display screen for the final variation (miss) of the time-saving state (during rush) displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the pull-back effect screen after the end of the time-saving state displayed on the third symbol display device in the second control example. [Figure 104] (a) is a diagram showing an example of the pull-back effect completion screen displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the rush result display screen displayed on the third symbol display device in the second control example. [Figure 105] (a) is a diagram showing an example of the NEXT animation screen (2nd round of a big win during rush) displayed on the 3rd symbol display device in the 2nd control example, and (b) is a diagram showing an example of the NEXT animation result screen (no consecutive wins, no round upgrade) displayed on the 3rd symbol display device in the 2nd control example. [Figure 106] (a) is a diagram showing an example of the NEXT performance result screen (with round upgrade) displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the NEXT performance result screen (with consecutive hold) displayed on the third symbol display device in the second control example. [Figure 107](a) is a diagram showing an example of a small win game screen during the hold-chain state displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of a NEXT performance screen (with hold-chain) during the hold-chain state displayed on the third symbol display device in the second control example. [Figure 108] This figure shows an example of the display screen when the number of displayed rounds exceeds the MAX (9 rounds) in a continuous hold sequence displayed on the third symbol display device in the second control example. [Figure 109] (a) is a diagram showing an example of the display screen during the standby state that is displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of the performance mode selection screen that is displayed on the third symbol display device in the second control example. [Figure 110] (a) is a diagram showing an example of a stage transition animation screen during special symbol variation displayed on the third symbol display device in the second control example, and (b) is a diagram showing an example of a stage fixing operation screen during special symbol variation displayed on the third symbol display device in the second control example. [Figure 111] This figure shows the game flow of a pachinko machine in the second control example. [Figure 112] This is a block diagram showing the electrical configuration of a pachinko machine in the second control example. [Figure 113] This diagram schematically shows the configuration of various counters in the second control example. [Figure 114] This is a block diagram showing the configuration of the ROM of the main control unit in the second control example. [Figure 115] This is a block diagram showing the RAM configuration of the main control unit in the second control example. [Figure 116] (a) is a block diagram showing the configuration of the first random number table set in the ROM of the main control unit in the second control example, (b) is a diagram schematically showing the contents of the special symbol 1 random number table set in the ROM of the main control unit in the second control example, and (c) is a diagram schematically showing the contents of the special symbol 2 random number table set in the ROM of the main control unit in the second control example. [Figure 117](a) is a block diagram showing the specified contents of the jackpot type selection table set in the ROM of the main control unit in the second control example, and (b) is a diagram schematically showing the specified contents of the time reduction granting table set in the ROM of the main control unit in the second control example. [Figure 118] This diagram schematically shows the contents of the minor win type selection table set in the ROM of the main control unit in the second control example. [Figure 119] (a) is a block diagram showing the configuration of the variation pattern selection table set in the ROM of the main control unit in the second control example, and (b) is a diagram schematically showing the contents of the normal variation pattern table set in the ROM of the main control unit in the second control example. [Figure 120] (a) is a schematic diagram showing the specified contents of the time-saving variable pattern table set in the ROM of the main control unit in the second control example, (b) is a schematic diagram showing the specified contents of the special time-saving variable pattern table set in the ROM of the main control unit in the second control example, and (c) is a schematic diagram showing the specified contents of the time-saving final variable pattern table set in the ROM of the main control unit in the second control example. [Figure 121] This diagram schematically shows the contents of the variable pattern scenario table set in the ROM of the main control unit in the second control example. [Figure 122] (a) is a block diagram showing the configuration of the ROM of the audio lamp control device in the second control example, and (b) is a block diagram showing the configuration of the RAM of the audio lamp control device in the second control example. [Figure 123] (a) is a schematic diagram showing the contents of the monster defeat selection table set in the ROM of the sound lamp control device in the second control example, and (b) is a schematic diagram showing the contents of the monster defeat performance mode selection table set in the ROM of the sound lamp control device in the second control example. [Figure 124] This diagram schematically shows the contents of the additional reduction value selection table set in the ROM of the audio lamp control device in the second control example. [Figure 125](a) is a schematic diagram showing the contents of the performance stage data table set in the ROM of the sound lamp control device in the second control example, and (b) is a schematic diagram showing the contents of the game environment data table set in the ROM of the sound lamp control device in the second control example. [Figure 126] This is a block diagram showing the electrical configuration of the display control device in the second control example. [Figure 127] (a) to (c) are explanatory diagrams illustrating the images taken when the power is turned on in the second control example. [Figure 128] (a) is an explanatory diagram illustrating rear view A in the second control example, and (b) is an explanatory diagram illustrating rear view B to D in the second control example. [Figure 129] This figure schematically shows an example of a display data table in the second control example. [Figure 130] This figure schematically shows an example of a transfer data table in the second control example. [Figure 131] This figure schematically shows an example of a drawing list in the second control example. [Figure 132] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit in the second control example. [Figure 133] This flowchart shows the counter update process executed by the MPU in the main control unit in the second control example. [Figure 134] This flowchart shows the special symbol variation process executed by the MPU in the main control unit in the second control example. [Figure 135] This flowchart shows the special symbol determination process executed by the MPU in the main control unit in the second control example. [Figure 136] This flowchart shows the special symbol variation pattern selection process executed by the MPU in the main control unit in the second control example. [Figure 137] This flowchart shows the minor win start setting process executed by the MPU in the main control unit in the second control example. [Figure 138]This flowchart shows the time-saving update process executed by the MPU in the main control unit in the second control example. [Figure 139] This flowchart shows the small win time reduction update process executed by the MPU in the main control unit in the second control example. [Figure 140] This flowchart shows the prize-winning process executed by the MPU in the main control unit in the second control example. [Figure 141] This flowchart shows the start-up prize-winning process executed by the MPU in the main control unit in the second control example. [Figure 142] This flowchart shows the look-ahead process performed by the MPU in the main control unit in the second control example. [Figure 143] This flowchart shows the V inlet passage process executed by the MPU in the main control unit in the second control example. [Figure 144] This flowchart shows the V-pass processing performed by the MPU in the main control unit in the second control example. [Figure 145] This flowchart shows the normal symbol variation process performed by the MPU in the main control unit in the second control example. [Figure 146] This flowchart shows the through-gate passage process executed by the MPU in the main control unit in the second control example. [Figure 147] This flowchart shows the NMI processing performed by the MPU in the main control unit in the second control example. [Figure 148] This flowchart shows the startup process executed by the MPU in the main control unit in the second control example. [Figure 149] This is a flowchart showing the main processing performed by the MPU in the main control unit in the second control example. [Figure 150] This flowchart shows the hit control processing performed by the MPU in the main control unit in the second control example. [Figure 151]This flowchart shows the jackpot control process executed by the MPU in the main control unit in the second control example. [Figure 152] This flowchart shows the minor hit control process executed by the MPU in the main control unit in the second control example. [Figure 153] This flowchart shows the mechanism opening and closing process executed by the MPU in the main control unit in the second control example. [Figure 154] This flowchart shows the startup process executed by the MPU in the audio lamp control device in the second control example. [Figure 155] This flowchart shows the main processing performed by the MPU in the audio lamp control device in the second control example. [Figure 156] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the second control example. [Figure 157] This flowchart shows the pending information-related processing performed by the MPU in the audio lamp control device in the second control example. [Figure 158] This flowchart shows the status command processing performed by the MPU in the audio lamp control device in the second control example. [Figure 159] This flowchart shows the hit-related processing performed by the MPU in the audio lamp control device in the second control example. [Figure 160] This flowchart shows the jackpot-related processing performed by the MPU in the audio lamp control device in the second control example. [Figure 161] This flowchart shows the initial jackpot-related processing performed by the MPU in the audio lamp control device in the second control example. [Figure 162] This flowchart shows the process for determining the monster subjugation animation mode, which is executed by the MPU in the audio lamp control device in the second control example. [Figure 163] This flowchart shows the initial jackpot round performance processing executed by the MPU in the audio lamp control device in the second control example. [Figure 164] This flowchart shows the initial interval performance processing executed by the MPU in the audio lamp control device in the second control example. [Figure 165] This flowchart shows the in-round performance processing performed by the MPU in the audio lamp control device in the second control example. [Figure 166] This flowchart shows the minor win-related processing performed by the MPU in the audio lamp control device in the second control example. [Figure 167] This flowchart shows the variable display setting process executed by the MPU in the audio lamp control device in the second control example. [Figure 168] This flowchart shows the variable performance setting process executed by the MPU in the audio lamp control device in the second control example. [Figure 169] This flowchart shows the time-saving effect setting process executed by the MPU in the audio lamp control device in the second control example. [Figure 170] This flowchart shows the frame button input monitoring and performance processing performed by the MPU in the audio lamp control device in the second control example. [Figure 171] This flowchart shows the fixed mode setting process executed by the MPU in the audio lamp control device in the second control example. [Figure 172] This flowchart shows the performance button operation process executed by the MPU in the audio lamp control device in the second control example. [Figure 173] This flowchart shows the performance execution management process performed by the MPU in the audio lamp control device in the second control example. [Figure 174] This flowchart shows the performance update process executed by the MPU in the audio lamp control device in the second control example. [Figure 175] This flowchart shows the update process during a minor win game that is executed by the MPU in the audio lamp control device in the second control example. [Figure 176]This flowchart shows the main processing performed by the MPU within the display control device in the second control example. [Figure 177] This flowchart shows the boot process executed by the MPU in the display control device in the second control example. [Figure 178] (a) is a flowchart showing the command interrupt processing executed by the MPU in the display control device in the second control example, and (b) is a flowchart showing the V interrupt processing executed by the MPU in the display control device in the second control example. [Figure 179] This flowchart shows the command determination process executed by the MPU in the display control device in the second control example. [Figure 180] (a) is a flowchart showing the variable pattern command processing executed by the MPU in the display control device in the second control example, and (b) is a flowchart showing the stop type command processing executed by the MPU in the display control device in the second control example. [Figure 181] (a) is a flowchart showing the opening command processing executed by the MPU in the display control device in the second control example, and (b) is a flowchart showing the round number command processing executed by the MPU in the display control device in the second control example. [Figure 182] This flowchart shows the ending command processing executed by the MPU in the display control device in the second control example. [Figure 183] (a) is a flowchart showing the variable stop command processing executed by the MPU in the display control device in the second control example, and (b) is a flowchart showing the notification command processing executed by the MPU in the display control device in the second control example. [Figure 184] (a) is a flowchart showing the back image change command processing executed by the MPU in the display control device in the second control example, and (b) is a flowchart showing the error command processing executed by the MPU in the display control device in the second control example. [Figure 185]This flowchart shows the display setting process executed by the MPU in the display device in the second control example. [Figure 186] This flowchart shows the warning image setting process executed by the MPU within the display control device in the second control example. [Figure 187] This flowchart shows the pointer update process executed by the MPU within the display control device in the second control example. [Figure 188] (a) is a flowchart showing the transfer setting process executed by the MPU in the display control device in the second control example, and (b) is a flowchart showing the resident image transfer setting process executed by the MPU in the display control device in the second control example. [Figure 189] This flowchart shows the normal image transfer setting process executed by the MPU within the display control device in the second control example. [Figure 190] This flowchart shows the drawing process executed by the MPU within the display control device in the second control example. [Figure 191] This is a front view of the game board of a pachinko machine in the third control example. [Figure 192] (a) to (d) are enlarged front views of the area around the opening and closing member of the game board in the third control example. [Figure 193] (a) is an enlarged front view of the area around the electric mechanism when the electric mechanism is open in the third control example, (b) is a diagram showing the flow of game balls when the electric mechanism is short-circuited in the third control example, and (c) is a diagram showing the flow of game balls when the electric mechanism is long-circuited in the third control example. [Figure 194] This is an exploded perspective view of the V-prize winning device in the third control example. [Figure 195] (a) is a schematic cross-sectional view of the V prize device on the La line in Figure 195(b), (b) is a schematic cross-sectional view of the V prize device on the Lb line in Figure 195(c), and (c) is a top view of the V prize device. [Figure 196](a) and (b) are operational diagrams of the V-prize winning device in the third control example, viewed from the rear. [Figure 197] (a) is a schematic plan view of the V-prize opening of the V-prize device in the third control example with the opening door closed, and (b) is a schematic plan view of the V-prize opening of the V-prize device in the third control example with the opening open. [Figure 198] (a) is a diagram showing the presentation patterns during the chance time in the third control example, and (b) is a diagram showing the presentation patterns during the final variation of the chance time in the third control example. [Figure 199] (a) is a diagram showing the presentation when the player wins the C time reduction in the final spin of the chance time in the third control example, and (b) is a diagram showing the presentation when the player loses in the final spin of the chance time in the third control example. [Figure 200] (a) and (b) are diagrams showing the performance patterns of the charge effect that is performed in the latter half of the final variation of the chance time in the third control example. [Figure 201] (a) and (b) are diagrams showing the presentation patterns of the last judgment sequence in the third control example. [Figure 202] (a) is a diagram showing the presentation when a win is announced in the last judgment presentation in the third control example, and (b) is a diagram showing the presentation of the Chance Time EX presentation in the third control example. [Figure 203] (a) is a block diagram showing the configuration of the jackpot type selection table set in the ROM of the main control device in the third control example, (b) is a diagram schematically showing the specified contents of the special figure 1 jackpot table in the third control example, and (c) is a diagram schematically showing the specified contents of the special figure 2 jackpot table in the third control example. [Figure 204] This diagram schematically shows the progression of the presentation patterns after the final variation of the chance time in the third control example has started. [Figure 205](a) is a schematic diagram showing the mode transition method from normal mode in the third control example, and (b) is a schematic diagram showing the mode transition method from chance time in the third control example. [Figure 206] (a) is a schematic diagram showing the mode transition method from Super Chance Time in the third control example, and (b) is a schematic diagram showing the mode transition method from Last Judge and Chance Time EX in the third control example. [Figure 207] (a) is a block diagram showing the configuration of the ROM in the main control unit of the pachinko machine in the third control example, and (b) is a diagram schematically showing the contents of the first random number table set in the ROM of the main control unit in the third control example. [Figure 208] (a) is a block diagram showing the configuration of the variation pattern selection table set in the ROM of the main control unit in the third control example, (b) is a diagram schematically showing the specified contents of the final variation table in the third control example, and (c) is a diagram schematically showing the specified contents of the first variation after the exit in the third control example. [Figure 209] (a) is a schematic diagram showing the specified contents of the 2-variation table after the dropout in the third control example, (b) is a schematic diagram showing the specified contents of the 3-variation table after the dropout in the third control example, and (c) is a schematic diagram showing the specified contents of the 4-variation table after the dropout in the third control example. [Figure 210] (a) is a schematic diagram showing the contents of the second random number table set in the ROM of the main control unit in the third control example, (b) is a schematic diagram showing the contents of the special figure 1 jackpot table in the third control example, and (c) is a schematic diagram showing the contents of the special figure 2 jackpot table in the third control example. [Figure 211] (a) is a schematic diagram showing the specified contents of the time-saving granting table set in the ROM of the main control unit in the third control example, and (b) is a schematic diagram showing the specified contents of the small win type selection table set in the ROM of the main control unit in the third control example. [Figure 212](a) is a schematic diagram showing the specified contents of the C time reduction type selection table set in the ROM of the main control unit in the third control example, (b) is a schematic diagram showing the specified contents of the general pattern variation selection table set in the ROM of the main control unit in the third control example, and (c) is a schematic diagram showing the specified contents of the power operation selection table set in the ROM of the main control unit in the third control example. [Figure 213] This diagram schematically shows the contents of the variable pattern scenario table set in the ROM of the main control unit in the third control example. [Figure 214] This is a block diagram showing the configuration of the RAM in the main control unit of a pachinko machine in the third control example. [Figure 215] (a) is a block diagram showing the configuration of the ROM in the sound lamp control device of the pachinko machine in the third control example, and (b) is a diagram schematically showing the specified contents of the aura color lottery table set in the ROM of the sound lamp control device in the third control example. [Figure 216] This is a block diagram showing the RAM configuration within the audio lamp control device of a pachinko machine in the third control example. [Figure 217] This flowchart shows the special symbol variation process executed by the MPU in the main control unit in the third control example. [Figure 218] This flowchart shows the special symbol jackpot determination process executed by the MPU in the main control unit in the third control example. [Figure 219] This flowchart shows the non-jackpot processing performed by the MPU in the main control unit in the third control example. [Figure 220] This flowchart shows the special symbol variation pattern selection process executed by the MPU in the main control unit in the third control example. [Figure 221] This flowchart shows the update process executed by the MPU in the main control unit in the third control example. [Figure 222] This flowchart shows the non-jackpot stop processing performed by the MPU in the main control unit in the third control example. [Figure 223] This flowchart shows the minor win initiation process executed by the MPU in the main control unit in the third control example. [Figure 224] This flowchart shows the normal symbol variation process performed by the MPU in the main control unit in the third control example. [Figure 225] This flowchart shows the startup process executed by the MPU in the main control unit in the third control example. [Figure 226] This flowchart shows the main processing performed by the MPU in the main control unit in the third control example. [Figure 227] This flowchart shows the jackpot control process executed by the MPU in the main control unit in the third control example. [Figure 228] This flowchart shows the prize-winning process executed by the MPU in the main control unit in the third control example. [Figure 229] This flowchart shows the minor hit control process executed by the MPU in the main control unit in the third control example. [Figure 230] This flowchart shows the V-pass detection process performed by the MPU in the main control unit in the third control example. [Figure 231] This flowchart shows the performance update process executed by the MPU in the audio lamp control device in the third control example. [Figure 232] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the third control example. [Figure 233] This flowchart shows the status command reception process executed by the MPU in the audio lamp control device in the third control example. [Figure 234] This flowchart shows the prize winning command processing executed by the MPU in the audio lamp control device in the third control example. [Figure 235] This flowchart shows the hit-related processing performed by the MPU in the audio lamp control device in the third control example. [Figure 236] This flowchart shows the special effect mode setting process (Figure 2) executed by the MPU in the audio lamp control device in the third control example. [Figure 237] This flowchart shows the remaining reserved game consumption animation setting process executed by the MPU in the audio lamp control device in the third control example. [Figure 238] (a) and (b) are figures showing the presentation of the final variation during the chance time in the first modified example of the third control example. [Figure 239] (a) and (b) are figures showing the presentation of the final variation during the chance time in the first modified example of the third control example. [Figure 240] (a) and (b) are figures showing the presentation patterns in Chance Time EX of the first modified example of the third control example. [Figure 241] (a) is a block diagram showing the configuration of the ROM in the main control unit of a pachinko machine in the first modified example of the third control example, and (b) is a diagram schematically showing the contents of the first random number table set in the ROM of the main control unit in the first modified example of the third control example. [Figure 242] (a) is a block diagram showing the configuration of the variation pattern selection table set in the ROM of the main control device in the first modified example of the third control example; (b) is a diagram schematically showing the specified contents of the post-exit table in the first modified example of the third control example; and (c) is a diagram schematically showing the specified contents of the C time reduction type selection table set in the ROM of the main control device in the first modified example of the third control example. [Figure 243] This figure schematically shows the contents of the variable pattern scenario table set in the ROM of the main control unit in the first modified example of the third control example. [Figure 244] (a) is a block diagram showing the configuration of the ROM in the sound lamp control device of a pachinko machine in the first modified example of the third control example, and (b) is a diagram schematically showing the specified contents of the notification game count selection table set in the ROM of the sound lamp control device in the first modified example of the third control example. [Figure 245]This figure schematically shows the contents of the rear image selection table set in the ROM of the audio lamp control device in the first modified example of the third control example. [Figure 246] This is a block diagram showing the configuration of the RAM in the audio lamp control device of a pachinko machine in the first modified example of the third control example. [Figure 247] This flowchart shows the special effect mode setting process shown in Figure 2, which is performed by the MPU in the audio lamp control device in the first modified example of the third control example. [Figure 248] This flowchart shows the remaining hold consumption effect setting process executed by the MPU in the audio lamp control device in the first modified example of the third control example. [Figure 249] This flowchart shows the post-G count consumption performance setting process executed by the MPU in the sound lamp control device in the first modified example of the third control example. [Figure 250] This flowchart shows the special symbol variation process performed by the MPU in the main control unit in the second modified example of the third control example. [Figure 251] This flowchart shows the update process performed by the MPU in the main control unit in the second modified example of the third control example. [Figure 252] This flowchart shows the non-jackpot stop processing performed by the MPU in the main control unit in the second modified example of the third control example. [Figure 253] This flowchart shows the startup process performed by the MPU in the main control unit in the second modified example of the third control example. [Figure 254] This flowchart shows the start-up prize-winning process performed by the MPU in the main control unit in the third modified example of the third control example. [Figure 255] This is a front view of the game board of a pachinko machine in the fourth modified example of the third control example. [Figure 256] (a) and (b) are diagrams showing the presentation patterns during the minor win variation when one of minor wins F to I is won during the chance time in the fifth modified example of the third control example. [Figure 257](a) is a block diagram showing the configuration of the ROM in the main control unit of a pachinko machine in the fifth modified example of the third control example, and (b) is a diagram schematically showing the contents of the first random number table set in the ROM of the main control unit in the fifth modified example of the third control example. [Figure 258] This diagram schematically shows the contents of the time-saving granting table set in the ROM of the main control unit in the fifth modified example of the third control example. [Figure 259] This diagram schematically shows the contents of the minor prize type selection table set in the ROM of the main control device in the fifth modified example of the third control example. [Figure 260] (a) is a block diagram showing the configuration of the ROM in the audio lamp control device of a pachinko machine in the fifth modified example of the third control example, and (b) is a diagram schematically showing the contents of the termination screen selection table set in the ROM of the audio lamp control device in the fifth modified example of the third control example. [Figure 261] This flowchart shows the special effect mode setting process shown in Figure 2, which is performed by the MPU in the audio lamp control device in the fifth modified example of the third control example. [Figure 262] This flowchart shows the termination animation setting process executed by the MPU in the audio lamp control device in the fifth modified example of the third control example. [Figure 263] (a) is a schematic diagram showing the specified contents of the first random number table set in the ROM of the main control unit in the sixth modified example of the third control example, and (b) is a schematic diagram showing the specified contents of the time reduction granting table set in the ROM of the main control unit in the fifth modified example of the third control example. [Figure 264] (a) is a schematic diagram showing the specified contents of the general pattern variation selection table set in the ROM of the main control unit in the sixth modified example of the third control example, and (b) is a schematic diagram showing the specified contents of the power operation selection table set in the ROM of the main control unit in the fifth modified example of the third control example. [Figure 265] This flowchart shows the small win initiation process executed by the MPU in the main control unit in the sixth modified example of the third control example. [Figure 266] This flowchart shows the status command reception process executed by the MPU in the audio lamp control device in the sixth modified example of the third control example. [Figure 267] This flowchart shows the remaining pending consumption animation setting process executed by the MPU in the audio lamp control device in the sixth modified example of the third control example. [Figure 268] This is a front view of the game board of a pachinko machine in the seventh modified example of the third control example. [Figure 269] (a) to (d) are enlarged front views of the area around the opening and closing member of the game board in the seventh modified example of the third control example. [Figure 270] This is a front view of the game board of a pachinko machine in the eighth modified example of the third control example. [Figure 271] (a) to (d) are enlarged front views of the area around the rotating member of the game board in the eighth modified example of the third control example. [Figure 272] This is a front view of the game board of a pachinko machine in the fourth control example. [Figure 273] (a) to (c) are side views of a part of the actuators arranged on the game board in the fourth control example. [Figure 274] (a) is an enlarged perspective view of the fourth control example when the first closing member of the actuator placed on the game board is in the closed position, (b) is an enlarged perspective view of the fourth control example when the first closing member of the actuator placed on the game board is in the open position, (c) is a side view of the fourth control example when the first closing member of the actuator placed on the game board is in the closed position, (d) is a side view of the fourth control example when the first closing member of the actuator placed on the game board is in an intermediate position between the closed position and the open position, and (e) is a side view of the fourth control example when the first closing member of the actuator placed on the game board is in the open position. [Figure 275] (a) is a diagram showing the state just before the game ball flows down the first downpipe of the actuator placed on the game board in the fourth control example and pushes down the first crank section, and (b) is a diagram showing the state after the game ball flows down the first downpipe of the actuator placed on the game board in the fourth control example and pushes down the first crank section. [Figure 276] (a) is a diagram showing the presentation patterns in the A time-saving state of the fourth control example, and (b) is a diagram showing the presentation patterns after the jackpot game of jackpot A has been executed in the A time-saving state of the fourth control example. [Figure 277] (a) is a diagram showing the presentation of the treasure hunt animation in the C time-saving A state of the fourth control example, and (b) is a diagram showing the presentation of the V release animation (A time-saving state) in the treasure hunt animation of the fourth control example. [Figure 278] (a) is a diagram showing the presentation when a minor win occurs during the V release presentation (A time-saving state) in the treasure hunt presentation of the fourth control example, and (b) is a diagram showing the additional presentation of the V release presentation in the treasure hunt presentation of the fourth control example. [Figure 279] (a) is a diagram showing the presentation patterns of all notification sequences in the treasure hunt sequence of the fourth control example, and (b) is a diagram showing the presentation patterns during a jackpot game in the treasure hunt sequence of the fourth control example. [Figure 280] This diagram shows the timing chart for the special symbols that are executed when the C-time-saving A state is won in the A-time-saving state of the fourth control example, as well as the operation of the regular electric mechanism and the operating valve. [Figure 281] This diagram shows the game flow for transitioning from the normal state to the A time-saving state and C time-saving state in the fourth control example. [Figure 282] This diagram shows the game flow of the fourth control example, transitioning from the C time-saving state to the normal state and then to the A time-saving state. [Figure 283] This is a block diagram showing the electrical configuration of a pachinko machine in the fourth control example. [Figure 284] This diagram schematically shows the configuration of various counters in the fourth control example. [Figure 285] This diagram schematically shows the specified contents of the ROM of the main control unit in the fourth control example. [Figure 286] This diagram schematically shows the specified contents of the RAM of the main control unit in the fourth control example. [Figure 287](a) is a schematic diagram showing the contents of the first random number table in the ROM of the main control unit in the fourth control example, (b) is a schematic diagram showing the contents of the special symbol 1 random number table in the first random number table of the ROM of the main control unit in the fourth control example, (c) is a schematic diagram showing the contents of the special symbol 2 random number table in the first random number table of the ROM of the main control unit in the fourth control example, and (d) is a schematic diagram showing the contents of the jackpot type selection table in the ROM of the main control unit in the fourth control example. [Figure 288] (a) is a schematic diagram showing the specified contents of the variation pattern selection table of the ROM of the main control unit in the fourth control example, and (b) is a schematic diagram showing the specified contents of the normal variation pattern table of the variation pattern selection table of the ROM of the main control unit in the fourth control example. [Figure 289] (a) is a schematic diagram showing the specified contents of the A time-saving variation pattern table in the variation pattern selection table of the main control unit's ROM in the fourth control example, and (b) is a schematic diagram showing the specified contents of the C time-saving variation pattern table in the variation pattern selection table of the main control unit's ROM in the fourth control example. [Figure 290] (a) is a schematic diagram showing the specified contents of the time-saving granting table in the ROM of the main control unit in the fourth control example, (b) is a schematic diagram showing the specified contents of the minor win type selection table in the ROM of the main control unit in the fourth control example, (c) is a schematic diagram showing the specified contents of the C time-saving type selection table in the ROM of the main control unit in the fourth control example, and (d) is a schematic diagram showing the specified contents of the C time-saving condition granting table in the ROM of the main control unit in the fourth control example. [Figure 291] This diagram schematically shows the contents of the default power switching setting table in the ROM of the main control unit in the fourth control example. [Figure 292] This diagram schematically shows the contents of the RAM of the audio lamp control device in the fourth control example. [Figure 293] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit in the fourth control example. [Figure 294] This flowchart shows the counter update process executed by the MPU in the main control unit in the fourth control example. [Figure 295] This flowchart shows the special symbol variation process executed by the MPU in the main control unit in the fourth control example. [Figure 296] This flowchart shows the lottery result determination process executed by the MPU in the main control unit in the fourth control example. [Figure 297] This flowchart shows the time-saving update process executed by the MPU in the main control unit in the fourth control example. [Figure 298] This flowchart shows the pattern stop determination process executed by the MPU in the main control unit in the fourth control example. [Figure 299] This flowchart shows the C time reduction setting process executed by the MPU in the main control unit in the fourth control example. [Figure 300] This flowchart shows the variable standby setting process executed by the MPU in the main control unit in the fourth control example. [Figure 301] This flowchart shows the next variation setting process executed by the MPU in the main control unit in the fourth control example. [Figure 302] This flowchart shows the special symbol determination process executed by the MPU in the main control unit in the fourth control example. [Figure 303] This flowchart shows the special symbol variation pattern selection process executed by the MPU in the main control unit in the fourth control example. [Figure 304] This flowchart shows the prize-winning process executed by the MPU in the main control unit in the fourth control example. [Figure 305] This flowchart shows the start-up prize-winning process executed by the MPU in the main control unit in the fourth control example. [Figure 306](a) is a flowchart showing the processing of the first special symbol storage area performed by the MPU in the main control unit in the fourth control example, and (b) is a flowchart showing the processing of the second special symbol storage area performed by the MPU in the main control unit in the fourth control example. [Figure 307] This flowchart shows the look-ahead process performed by the MPU in the main control unit in the fourth control example. [Figure 308] This flowchart shows the process of reaching the C time reduction hold count, which is executed by the MPU in the main control unit in the fourth control example. [Figure 309] This flowchart shows the normal symbol variation process performed by the MPU in the main control unit in the fourth control example. [Figure 310] This is a flowchart showing the normal symbol lottery process executed by the MPU in the main control unit in the fourth control example. [Figure 311] This flowchart shows the normal symbol determination process performed by the MPU in the main control unit in the fourth control example. [Figure 312] This is a flowchart showing the main processing performed by the MPU in the main control unit in the fourth control example. [Figure 313] This flowchart shows the switching process within the normal power supply that is performed by the MPU in the main control unit in the fourth control example. [Figure 314] This flowchart shows the main processing performed by the MPU in the audio lamp control device in the fourth control example. [Figure 315] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the fourth control example. [Figure 316] This flowchart shows the C time reduction hold count confirmation process executed by the MPU in the audio lamp control device in the fourth control example. [Figure 317] This flowchart shows the treasure hunt over-prize process executed by the MPU in the audio lamp control device in the fourth control example. [Figure 318](a) is a schematic diagram showing the specified contents of the C time reduction variation pattern table in the ROM of the main control unit in Modification Example 1 of the fourth control example, and (b) is a schematic diagram showing the specified contents of the C time reduction condition assignment table in the ROM of the main control unit in Modification Example 1 of the fourth control example. [Figure 319] This flowchart shows the pattern stop determination process executed by the MPU in the main control unit in Modification Example 1 of the fourth control example. [Figure 320] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in Modification Example 1 of the 4th control example. [Figure 321] This flowchart shows the main processing performed by the MPU in the audio lamp control device in Modification Example 1 of the 4th control example. [Figure 322] This flowchart shows the special feature confirmation command processing executed by the MPU in the audio lamp control device in modified example 1 of the fourth control example. [Figure 323] This flowchart shows the V interrupt processing performed by the MPU in the display control device in Modification Example 1 of the 4th control example. [Figure 324] This flowchart shows the command determination process executed by the MPU in the display control device in Modification Example 1 of the 4th control example. [Figure 325] (a) is a flowchart showing the treasure hunt animation command processing executed by the MPU in the display control device in Modification Example 1 of the fourth control example, and (b) is a flowchart showing the diamond count command processing executed by the MPU in the display control device in Modification Example 1 of the fourth control example. [Figure 326] (a) is a diagram showing the presentation mode of the V emission effect in the second modified example of the fourth control example, and (b) is a diagram showing the presentation mode of the V emission effect in the second modified example of the fourth control example. [Figure 327] This diagram schematically shows the specified contents of the RAM of the audio lamp control device in the second modified example of the fourth control example. [Figure 328]This flowchart shows the variable display setting process executed by the MPU in the audio lamp control device in the second modified example of the fourth control example. [Figure 329] This flowchart shows the treasure display process performed by the MPU in the audio lamp control device in the second modified example of the fourth control example. [Figure 330] (a) is a diagram showing the presentation after winning the C time reduction in the third modified example of the fourth control example, and (b) is a diagram showing the presentation when the ball enters the first operating slot in the C time reduction B state in the third modified example of the fourth control example. [Figure 331] This figure shows the presentation pattern when the ball enters the second operating slot in the C time reduction B state in the third modified example of the fourth control example. [Figure 332] This diagram schematically shows the specified contents of the ROM of the main control unit in the third modified example of the fourth control example. [Figure 333] This figure schematically shows the contents of the C time reduction condition assignment table of the ROM of the main control device in the third modified example of the fourth control example. [Figure 334] This flowchart shows the award-winning process performed by the MPU in the main control unit in the third modified example of the fourth control example. [Figure 335] This flowchart shows the non-electric start process performed by the MPU in the main control unit in the third modified example of the fourth control example. [Figure 336] This flowchart shows the normal symbol determination process performed by the MPU in the main control unit in the third modified example of the fourth control example. [Figure 337] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the third modified example of the fourth control example. [Figure 338] (a) is a diagram showing the presentation of the A time-saving state in the fourth modified example of the fourth control example, and (b) is a diagram showing the presentation of the variation in the C time-saving win in the A time-saving state in the fourth modified example of the fourth control example. [Figure 339] This diagram schematically shows the specified contents of the ROM of the main control unit in the fourth modified example of the fourth control example. [Figure 340] (a) is a schematic diagram showing the specified contents of the variable pattern selection table set in the ROM of the main control device in the fourth modified example of the fourth control example, and (b) is a schematic diagram showing the specified contents of the A time-saving variable pattern table of the variable pattern selection table set in the ROM of the main control device in the fourth modified example of the fourth control example. [Figure 341] This flowchart shows the variable display setting process executed by the MPU in the audio lamp control device in the fourth modified example of the fourth control example. [Figure 342] This flowchart shows the treasure chest animation process performed by the MPU in the sound lamp control device in the fourth modified example of the fourth control example. [Figure 343] This figure shows the performance mode that is executed when the specified number of reserved balls is reached from the C time reduction state and the normal game state is set in the fifth modified example of the fourth control example. [Figure 344] This diagram schematically shows the specified contents of the ROM of the main control unit in the fifth modified example of the fourth control example. [Figure 345] (a) is a schematic diagram showing the specified contents of the first random number table set in the ROM of the main control unit in the fifth modified example of the fourth control example, and (b) is a schematic diagram showing the specified contents of the special symbol 2 random number table of the first random number table set in the ROM of the main control unit in the fifth modified example of the fourth control example. [Figure 346] (a) is a schematic diagram showing the specified contents of the variable pattern selection table set in the ROM of the main control device in the fifth modified example of the fourth control example, and (b) is a schematic diagram showing the specified contents of the A time-saving variable pattern table of the variable pattern selection table set in the ROM of the main control device in the fifth modified example of the fourth control example. [Figure 347](a) is a schematic diagram showing the contents of the C time reduction type selection table set in the ROM of the main control unit in the fifth modified example of the fourth control example, (b) is a schematic diagram showing the contents of the C time reduction condition assignment table set in the ROM of the main control unit in the fifth modified example of the fourth control example, and (c) is a schematic diagram showing the contents of the RAM of the sound lamp control unit in the fifth modified example of the fourth control example. [Figure 348] This flowchart shows the C time reduction setting process executed by the MPU in the main control unit in the fifth modified example of the fourth control example. [Figure 349] This flowchart shows the C time reduction hold-up reach processing performed by the MPU in the main control unit in the fifth modified example of the fourth control example. [Figure 350] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the fifth modified example of the fourth control example. [Figure 351] This flowchart shows the V display confirmation process performed by the MPU in the audio lamp control device in the fifth modified example of the fourth control example. [Figure 352] This diagram schematically shows the specified contents of the RAM of the audio lamp control device in the sixth modified example of the fourth control example. [Figure 353] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the sixth modified example of the fourth control example. [Figure 354] This flowchart shows the pending information-related processing performed by the MPU in the audio lamp control device in the sixth modified example of the fourth control example. [Figure 355] This flowchart shows the indicator processing performed by the MPU in the audio lamp control device in the sixth modified example of the fourth control example. [Figure 356] This flowchart shows the additional processing performed by the MPU in the audio lamp control device in the sixth modified example of the fourth control example. [Figure 357]This flowchart shows the C time reduction hold count confirmation process performed by the MPU in the audio lamp control device in the sixth modified example of the fourth control example. [Figure 358] This is a front view of the fifth control example of a pachinko machine. [Figure 359] This is a front view of the game board of a pachinko machine, the fifth control example. [Figure 360] This is a magnified view of a portion of the game board of a pachinko machine, representing the fifth control example. [Figure 361] This is a disassembled front perspective view of the V-prize winning device in the fifth control example. [Figure 362] (a) is a cross-sectional view of the V-prize device on the La-La line in the fifth control example, (b) is a cross-sectional view of the V-prize device on the Lb-Lb line in the fifth control example, and (c) is a top view of the V-prize device in the fifth control example. [Figure 363] (a) is a rear view of the back cover body showing the state in which the switching member is activated so that the game balls are distributed to the special discharge channel in the fifth control example, and (b) is a rear view of the back cover body showing the state in which the flow path solenoid is not activated and the guide piece of the switching member is blocking the opening surface of the inlet of the special discharge channel in the fifth control example. [Figure 364] (a) is a schematic plan view of the V prize opening of the V prize device in the fifth control example with the opening door closed, and (b) is a schematic plan view of the V prize opening of the V prize device in the fifth control example with the opening open. [Figure 365] (a) is a front view of the performance button of the pachinko machine in the fifth control example, and (b) is a front view of the selection button of the pachinko machine in the fifth control example. [Figure 366] This is a rear view of the game board of a pachinko machine in the fifth control example. [Figure 367] (a) is a schematic diagram showing the area division settings and effective line settings of the display screen in the fifth control example, and (b) is a diagram illustrating the actual display screen in the fifth control example. [Figure 368] This figure shows an example of the display screen during the standby state shown on the third symbol display device in the fifth control example. [Figure 369] This figure shows the game flow of a pachinko machine in the fifth control example. [Figure 370] This is a block diagram showing the electrical configuration of a pachinko machine in the fifth control example. [Figure 371] This diagram schematically shows the configuration of various counters in the fifth control example. [Figure 372] This is a block diagram showing the configuration of the ROM of the main control unit in the fifth control example. [Figure 373] This is a block diagram showing the RAM configuration of the main control unit in the fifth control example. [Figure 374] (a) is a block diagram showing the configuration of the first random number table set in the ROM of the main control unit in the fifth control example, (b) is a diagram schematically showing the contents of the special symbol 1 random number table set in the ROM of the main control unit in the fifth control example, and (c) is a diagram schematically showing the contents of the special symbol 2 random number table set in the ROM of the main control unit in the fifth control example. [Figure 375] (a) is a block diagram showing the specified contents of the jackpot type selection table set in the ROM of the main control unit in the fifth control example, and (b) is a diagram schematically showing the specified contents of the second jackpot random number table set in the ROM of the main control unit in the fifth control example. [Figure 376] (a) is a block diagram showing the configuration of the variation pattern selection table set in the ROM of the main control unit in the fifth control example, and (b) is a diagram schematically showing the contents of the normal variation pattern table set in the ROM of the main control unit in the fifth control example. [Figure 377] (a) is a schematic diagram showing the specified contents of the time-saving variation pattern table set in the ROM of the main control unit in the fifth control example, and (b) is a schematic diagram showing the specified contents of the time-saving final variation pattern table set in the ROM of the main control unit in the fifth control example. [Figure 378](a) is a schematic diagram showing the specified contents of the time-saving granting table set in the ROM of the main control unit in the fifth control example, (b) is a schematic diagram showing the specified contents of the minor win type selection table set in the ROM of the main control unit in the fifth control example, and (c) is a block diagram showing the configuration of the open scenario table set in the ROM of the main control unit in the fifth control example. [Figure 379] This diagram schematically shows the contents of the variable pattern scenario table set in the ROM of the main control unit in the fifth control example. [Figure 380] This is a block diagram showing the configuration of the ROM of the audio lamp control device in the fifth control example. [Figure 381] This is a block diagram showing the RAM configuration of the audio lamp control device in the fifth control example. [Figure 382] This diagram schematically shows the contents of the game environment data table set in the ROM of the audio lamp control device in the fifth control example. [Figure 383] This is a block diagram showing the electrical configuration of the display control device in the fifth control example. [Figure 384] (a) to (c) are explanatory diagrams illustrating the power-on images in the fifth control example. [Figure 385] (a) is an explanatory diagram illustrating rear view A in the fifth control example, and (b) is an explanatory diagram illustrating rear view B to D in the fifth control example. [Figure 386] This figure schematically shows an example of a display data table in the fifth control example. [Figure 387] This figure schematically shows an example of a transfer data table in the fifth control example. [Figure 388] This figure schematically shows an example of a drawing list in the fifth control example. [Figure 389] This flowchart shows the timer interrupt processing performed by the MPU in the main control unit in the fifth control example. [Figure 390] This flowchart shows the counter update process executed by the MPU in the main control unit in the fifth control example. [Figure 391] This flowchart shows the special symbol variation process executed by the MPU in the main control unit in the fifth control example. [Figure 392] (a) is a flowchart showing the second special symbol hold process executed by the MPU in the main control unit in the fifth control example, and (b) is a flowchart showing the first special symbol hold process executed by the MPU in the main control unit in the fifth control example. [Figure 393] This flowchart shows the special symbol determination process executed by the MPU in the main control unit in the fifth control example. [Figure 394] This flowchart shows the special symbol variation pattern selection process executed by the MPU in the main control unit in the fifth control example. [Figure 395] This flowchart shows the time-saving update process executed by the MPU in the main control unit in the fifth control example. [Figure 396] This flowchart shows the time-saving update process performed by the MPU in the main control unit in the fifth control example. [Figure 397] This flowchart shows the prize-winning process executed by the MPU in the main control unit in the fifth control example. [Figure 398] This flowchart shows the start-up prize-winning process executed by the MPU in the main control unit in the fifth control example. [Figure 399] This flowchart shows the look-ahead process performed by the MPU in the main control unit in the fifth control example. [Figure 400] This flowchart shows the attacker prize-winning process executed by the MPU in the main control unit in the fifth control example. [Figure 401] This flowchart shows the process for entering the grand prize slot, which is executed by the MPU in the main control unit in the fifth control example. [Figure 402] This flowchart shows the specific prize-winning process performed by the MPU in the main control unit in the fifth control example. [Figure 403]This flowchart shows the V-pass processing performed by the MPU in the main control unit in the fifth control example. [Figure 404] This flowchart shows the normal symbol variation process performed by the MPU in the main control unit in the fifth control example. [Figure 405] This flowchart shows the through-gate passage process executed by the MPU in the main control unit in the fifth control example. [Figure 406] This flowchart shows the NMI processing performed by the MPU in the main control unit in the fifth control example. [Figure 407] This flowchart shows the startup process executed by the MPU in the main control unit in the fifth control example. [Figure 408] This flowchart shows the main processing performed by the MPU in the main control unit in the fifth control example. [Figure 409] This flowchart shows the control processing performed by the MPU in the main control unit in the fifth control example. [Figure 410] This flowchart shows the jackpot control process executed by the MPU in the main control unit in the fifth control example. [Figure 411] This flowchart shows the minor win control process executed by the MPU in the main control unit in the fifth control example. [Figure 412] This flowchart shows the mechanism opening and closing process executed by the MPU in the main control unit in the fifth control example. [Figure 413] This flowchart shows the startup process executed by the MPU in the audio lamp control device in the fifth control example. [Figure 414] This flowchart shows the main processing performed by the MPU in the audio lamp control device in the fifth control example. [Figure 415] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the fifth control example. [Figure 416]It is a flowchart showing the processing related to reserved information executed by the MPU in the voice lamp control device in the fifth control example. [Figure 417] It is a flowchart showing the state command processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 418] It is a flowchart showing the hit-related processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 419] It is a flowchart showing the jackpot-related processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 420] It is a flowchart showing the minor hit-related processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 421] It is a flowchart showing the variable display setting processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 422] It is a flowchart showing the variable effect setting processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 423] It is a flowchart showing the time-saving effect setting processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 424] It is a flowchart showing the frame button input monitoring and effect processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 425] It is a flowchart showing the effect update processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 426] It is a flowchart showing the minor hit game in-progress update processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 427] It is a flowchart showing the main processing executed by the MPU in the display control device in the fifth control example. [Figure 428] It is a flowchart showing the boot processing executed by the MPU in the display control device in the fifth control example. [Figure 429] (a) is a flowchart showing the command interrupt processing executed by the MPU in the display control device in the fifth control example, and (b) is a flowchart showing the V interrupt processing executed by the MPU in the display control device in the fifth control example. [Figure 430] It is a flowchart showing the command determination processing executed by the MPU in the display control device in the fifth control example. [Figure 431] (a) is a flowchart showing the variable pattern command processing executed by the MPU in the display control device in the fifth control example, and (b) is a flowchart showing the stop type command processing executed by the MPU in the display control device in the fifth control example. [Figure 432] (a) is a flowchart showing the opening command processing executed by the MPU in the display control device in the fifth control example, and (b) is a flowchart showing the round number command processing executed by the MPU in the display control device in the fifth control example. [Figure 433] It is a flowchart showing the ending command processing executed by the MPU in the display control device in the fifth control example. [Figure 434] (a) is a flowchart showing the variable stop command processing executed by the MPU in the display control device in the fifth control example, and (b) is a flowchart showing the error command processing executed by the MPU in the display control device in the fifth control example. [Figure 435] It is a flowchart showing the display setting processing executed by the MPU in the display device in the fifth control example. [Figure 436] It is a flowchart showing the pointer update processing executed by the MPU in the display control device in the fifth control example. [Figure 437] (a) is a flowchart showing the transfer setting processing executed by the MPU in the display control device in the fifth control example, and (b) is a flowchart showing the resident image transfer setting processing executed by the MPU in the display control device in the fifth control example. [Figure 438] This flowchart shows the normal image transfer setting process executed by the MPU in the display control device in the fifth control example. [Figure 439] This flowchart shows the drawing process executed by the MPU within the display control device in the fifth control example. [Figure 440] (a) is a diagram showing an example of a small win game screen during the time-saving state (rush) displayed on the third symbol display device in the fifth control example, and (b) is a diagram showing an example of a display screen when the game ball passes through the V area displayed on the third symbol display device in the fifth control example. [Figure 441] (a) is a diagram showing an example of the display screen for the final variation (miss) of the time-saving state (during rush) displayed on the third symbol display device in the fifth control example, and (b) is a diagram showing an example of the pull-back effect screen after the end of the time-saving state displayed on the third symbol display device in the fifth control example. [Figure 442] (a) is a diagram showing an example of the pull-back effect completion screen displayed on the third symbol display device in the fifth control example, and (b) is a diagram showing an example of the rush result display screen displayed on the third symbol display device in the fifth control example. [Figure 443] This is a front view of the pachinko machine in the sixth control example. [Figure 444] (a) is a partially enlarged view showing the state in which the second distribution member is in the protruding position in the sixth control example, and (b) is a partially enlarged view showing the state in which the second distribution member is in the embedded position in the sixth control example. [Figure 445] (a) is a front view of the sixth control example when the motorized component is in a protruding position, (b) is a top view of the sixth control example when the motorized component is in a protruding position, (c) is a front view of the sixth control example when the motorized component is in a recessed position, and (d) is a top view of the sixth control example when the motorized component is in a recessed position. [Figure 446](a) is a diagram showing an example of the display screen for the time-saving jackpot opening shown on the third symbol display device in the sixth control example, and (b) is a diagram showing an example of the display screen for the normal jackpot opening shown on the third symbol display device in the sixth control example. [Figure 447] (a) is a diagram showing an example of the display screen when the animation for setting the number of prize balls for the first big win, as displayed on the third symbol display device in the sixth control example, begins, and (b) is a diagram showing an example of the display screen when the number of prize balls for the first big win, as displayed on the third symbol display device in the sixth control example, is determined. [Figure 448] (a) is a diagram showing an example of the display screen for the ending of a jackpot as shown on the third symbol display device in the sixth control example, and (b) is a diagram showing an example of the display screen at the start of the variation effect during rush as shown on the third symbol display device in the sixth control example. [Figure 449] (a) is a diagram showing an example of the display screen when the variable symbols displayed on the third symbol display device in the sixth control example are confirmed to be C time reduction, and (b) is a diagram showing an example of the display screen when the variable symbols displayed on the third symbol display device in the sixth control example are confirmed to be misses. [Figure 450] (a) is a diagram showing an example of the display screen for the jackpot ending after the special electric activation slot is entered, as displayed on the third symbol display device in the sixth control example, and (b) is a diagram showing an example of the display screen when the fluctuating symbols displayed on the third symbol display device in the sixth control example confirm a jackpot. [Figure 451] (a) is a diagram showing an example of the display screen when the number of prize balls determined by the first jackpot displayed on the third symbol display device in the sixth control example is the best number of prize balls, and (b) is a diagram showing an example of the display screen when the best number of prize balls displayed on the third symbol display device in the sixth control example has been determined. [Figure 452] This diagram shows the game flow of a pachinko machine in the sixth control example. [Figure 453] This diagram schematically shows the timing of winning the C time-saving mode in the A time-saving mode in the 6th control example. [Figure 454](a) is a schematic diagram showing the timing of entry into the special electric activation slot when a C time-saving mode is won in the A time-saving mode in the 6th control example, and (b) is a schematic diagram showing the timing of entry into the special electric activation slot when a loss is won in the A time-saving mode in the 6th control example. [Figure 455] This is a block diagram showing the electrical configuration of a pachinko machine in the sixth control example. [Figure 456] This diagram schematically shows the configuration of various counters in the sixth control example. [Figure 457] This is a block diagram showing the configuration of the ROM of the main control unit in the sixth control example. [Figure 458] This is a block diagram showing the RAM configuration of the main control unit in the sixth control example. [Figure 459] (a) is a schematic diagram showing the configuration of the first random number table set in the ROM of the main control unit in the sixth control example; (b) is a schematic diagram showing the specified contents of the special symbol 1 random number table set in the ROM of the main control unit in the sixth control example; (c) is a schematic diagram showing the specified contents of the special symbol 2 random number table set in the ROM of the main control unit in the sixth control example; and (d) is a schematic diagram showing the specified contents of the jackpot type selection table set in the ROM of the main control unit in the sixth control example. [Figure 460] (a) is a schematic diagram showing the configuration of the variable pattern selection table set in the ROM of the main control unit in the sixth control example, (b) is a schematic diagram showing the specified contents of the normal variable pattern table set in the ROM of the main control unit in the sixth control example, and (c) is a schematic diagram showing the specified contents of the A time-saving variable pattern table set in the ROM of the main control unit in the sixth control example. [Figure 461] (a) is a schematic diagram showing the specified contents of the C time reduction variation pattern table set in the ROM of the main control unit in the sixth control example, and (b) is a schematic diagram showing the specified contents of the time reduction granting table set in the ROM of the main control unit in the sixth control example. [Figure 462](a) is a diagram schematically showing the specified content of the C-time short type selection table set in the ROM of the main control device in the sixth control example, and (b) is a diagram schematically showing the specified content of the C-time short condition addition table set in the ROM of the main control device in the sixth control example. [Figure 463] It is a block diagram showing the configuration of the ROM of the voice lamp control device in the sixth control example. [Figure 464] It is a block diagram showing the configuration of the RAM of the voice lamp control device in the sixth control example. [Figure 465] It is a diagram schematically showing the specified content of the winning combination production lottery table set in the ROM of the voice lamp control device in the sixth control example. [Figure 466] It is a diagram schematically showing the specified content of the sub-opening setting table set in the ROM of the voice lamp control device in the sixth control example. [Figure 467] It is a flowchart showing the timer interrupt processing executed by the MPU in the main control device in the sixth control example. [Figure 468] It is a flowchart showing the counter update processing executed by the MPU in the main control device in the sixth control example. [Figure 469] It is a flowchart showing the special symbol variation processing executed by the MPU in the main control device in the sixth control example. [Figure 470] It is a flowchart showing the lottery result determination processing executed by the MPU in the main control device in the sixth control example. [Figure 471] It is a flowchart showing the time short update processing executed by the MPU in the main control device in the sixth control example. [Figure 472] (a) is a flowchart showing the second special symbol hold processing executed by the MPU in the main control device in the sixth control example, and (b) is a flowchart showing the first special symbol hold processing executed by the MPU in the main control device in the sixth control example. [Figure 473] It is a flowchart showing the special symbol determination processing executed by the MPU in the main control device in the sixth control example. [Figure 474] This flowchart shows the start-up prize-winning process executed by the MPU in the main control unit in the sixth control example. [Figure 475] This flowchart shows the look-ahead process performed by the MPU in the main control unit in the sixth control example. [Figure 476] This flowchart shows the specific prize-winning process performed by the MPU in the main control unit in the sixth control example. [Figure 477] This flowchart shows the V-pass processing performed by the MPU in the main control unit in the sixth control example. [Figure 478] This flowchart shows the normal symbol variation process performed by the MPU in the main control unit in the sixth control example. [Figure 479] This is a flowchart showing the normal symbol lottery process executed by the MPU in the main control unit in the sixth control example. [Figure 480] This flowchart shows the normal symbol determination process performed by the MPU in the main control unit in the sixth control example. [Figure 481] This flowchart shows the special electric activation port entry process executed by the MPU in the main control unit in the sixth control example. [Figure 482] This flowchart shows the jackpot control process executed by the MPU in the main control unit in the sixth control example. [Figure 483] (a) is a flowchart showing the jackpot start process executed by the MPU in the main control unit in the sixth control example, and (b) is a flowchart showing the jackpot end process executed by the MPU in the main control unit in the sixth control example. [Figure 484] This flowchart shows the mechanism opening and closing process executed by the MPU in the main control unit in the sixth control example. [Figure 485] This flowchart shows the command determination process executed by the MPU in the audio lamp control device in the sixth control example. [Figure 486]This flowchart shows the status command processing executed by the MPU in the audio lamp control device in the sixth control example. [Figure 487] This flowchart shows the C time reduction state transition process executed by the MPU in the audio lamp control device in the sixth control example. [Figure 488] This flowchart shows the hit-related processing performed by the MPU in the audio lamp control device in the sixth control example. [Figure 489] This flowchart shows the jackpot-related processing performed by the MPU in the audio lamp control device in the sixth control example. [Figure 490] This flowchart shows the ball payout animation process executed by the MPU in the audio lamp control device in the sixth control example. [Figure 491] This flowchart shows the follow-up information confirmation process performed by the MPU in the audio lamp control device in the sixth control example. [Figure 492] This flowchart shows the ball payout performance setting process executed by the MPU in the audio lamp control device in the sixth control example. [Figure 493] This flowchart shows the secondary ending process performed by the MPU in the audio lamp control device in the sixth control example. [Figure 494] This flowchart shows the secondary opening process performed by the MPU in the audio lamp control device in the sixth control example. [Figure 495] This flowchart shows the variable performance setting process executed by the MPU in the audio lamp control device in the sixth control example. [Figure 496] This flowchart shows the bag effect setting process executed by the MPU in the audio lamp control device in the sixth control example. [Figure 497] This diagram schematically shows the timing of the activation of the C time reduction due to the special electric activation port entry in the first modified example of the 6th control example. [Figure 498] This is a block diagram showing the configuration of the ROM of the main control unit in the first modified example of the sixth control example. [Figure 499] This is a block diagram showing the RAM configuration of the main control unit in the first modified example of the sixth control example. [Figure 500] This diagram schematically shows the contents of the jackpot type selection table set in the ROM of the main control device in the first modified example of the sixth control example. [Figure 501] This diagram schematically shows the contents of the time-saving granting table set in the ROM of the main control unit in the first modified example of the sixth control example. [Figure 502] This flowchart shows the time-saving update process performed by the MPU in the main control unit in the first modified example of the sixth control example. [Figure 503] This flowchart shows the normal symbol determination process performed by the MPU in the main control unit in the first modified example of the sixth control example. [Figure 504] This flowchart shows the special electric activation port entry process performed by the MPU in the main control unit in the first modified example of the sixth control example. [Figure 505] This flowchart shows the jackpot termination process executed by the MPU in the main control unit in the first modified example of the sixth control example. [Figure 506] This flowchart shows the C time reduction standby setting process executed by the MPU in the main control unit in the first modified example of the sixth control example. [Figure 507] This flowchart shows the minor hit control process performed by the MPU in the main control unit in the first modified example of the sixth control example. [Figure 508] This is a front view of a pachinko machine, showing the second modified example of the sixth control method. [Figure 509] This is a partially enlarged view showing the area around the motorized mechanism and the roulette wheel in the second modified example of the sixth control example. [Figure 510] (a) is a diagram showing an example of the display screen for the first half of the C time-saving bonus indication shown on the third symbol display device in the second modified example of the sixth control example, and (b) is a diagram showing an example of the display screen when there is a high probability of a favorable result in the first half of the C time-saving bonus indication shown on the third symbol display device in the second modified example of the sixth control example. [Figure 511] (a) is a diagram showing an example of the display screen at the start of the middle performance of the C time-saving bonus indication displayed on the third symbol display device in the second modified example of the sixth control example, and (b) is a diagram showing an example of the display screen of the middle performance of the C time-saving bonus indication displayed on the third symbol display device in the second modified example of the sixth control example. [Figure 512] (a) is a diagram showing an example of the display screen when there is a high probability of a favorable result in the middle performance of the C time reduction win indication displayed on the third symbol display device in the second modified example of the sixth control example, and (b) is a diagram showing an example of the display screen when the result is C time reduction in the latter half performance of the C time reduction win indication displayed on the third symbol display device in the second modified example of the sixth control example. [Figure 513] (a) is a diagram showing an example of the display screen when the result is a miss in the latter half of the C time reduction winning indication displayed on the third symbol display device in the second modified example of the sixth control example, and (b) is a diagram showing an example of the display screen when a win occurs in the special electric activation port during the C time reduction variation displayed on the third symbol display device in the second modified example of the sixth control example. [Figure 514] This is a block diagram showing the configuration of the ROM of the main control unit in the second modified example of the sixth control example. [Figure 515] (a) is a schematic diagram showing the configuration of the first random number table set in the ROM of the main control unit in the second modified example of the sixth control example; (b) is a schematic diagram showing the specified contents of the special symbol 1 random number table set in the ROM of the main control unit in the second modified example of the sixth control example; and (c) is a schematic diagram showing the specified contents of the special symbol 2 random number table set in the ROM of the main control unit in the second modified example of the sixth control example. [Figure 516] This diagram schematically shows the contents of the time-saving granting table set in the ROM of the main control unit in the second modified example of the sixth control example. [Figure 517] This is a block diagram showing the configuration of the ROM of the audio lamp control device in the second modified example of the sixth control example. [Figure 518]This is a block diagram showing the RAM configuration of the audio lamp control device in the second modified example of the sixth control example. [Figure 519] (a) is a schematic diagram showing the specified contents of the first half performance lottery table for the shortest time bonus indication set in the ROM of the sound lamp control device in the second modified example of the sixth control example, (b) is a schematic diagram showing the specified contents of the middle performance lottery table for the shortest time bonus indication set in the ROM of the sound lamp control device in the second modified example of the sixth control example, and (c) is a schematic diagram showing the specified contents of the second half performance lottery table for the shortest time bonus indication set in the ROM of the sound lamp control device in the second modified example of the sixth control example. [Figure 520] This flowchart shows the time-saving update process performed by the MPU in the main control unit in the second modified example of the sixth control example. [Figure 521] This flowchart shows the variable performance setting process executed by the MPU in the audio lamp control device in the second modified example of the sixth control example. [Figure 522] This flowchart shows the C time reduction winning indication performance process executed by the MPU in the audio lamp control device in the second modified example of the sixth control example. [Figure 523] This is a front view of a pachinko machine, the third modified example of the sixth control example. [Figure 524] (a) is a diagram showing an example of the display screen when the game ball that has passed through the gate in front of the special electric operation opening displayed on the third symbol display device is a miss in the third modified example of the sixth control example, and (b) is a diagram showing an example of the display screen when the game ball that has passed through the gate in front of the special electric operation opening displayed on the third symbol display device is a C time reduction in the third modified example of the sixth control example. [Figure 525] (a) is a diagram showing an example of the display screen when a variation in the time-saving state displayed on the third symbol display device begins in the fourth modified example of the sixth control example, and (b) is a diagram showing an example of the display screen when a special electric activation port is hit during a jackpot variation displayed on the third symbol display device in the fourth modified example of the sixth control example. [Figure 526](a) is a diagram showing an example of the display screen for the jackpot opening when the number of game balls that enter the special electric activation port during the time-saving state displayed on the third symbol display device is less than a predetermined number in the fourth modified example of the sixth control example, and (b) is a diagram showing an example of the display screen for the jackpot opening when the number of game balls that enter the special electric activation port during the time-saving state displayed on the third symbol display device is predetermined or greater in the fourth modified example of the sixth control example. [Figure 527] This is a block diagram showing the configuration of the ROM of the main control unit in the fourth modified example of the sixth control example. [Figure 528] This is a block diagram showing the RAM configuration of the main control unit in the fourth modified example of the sixth control example. [Figure 529] (b) is a schematic diagram showing the configuration of the first random number table set in the ROM of the main control unit in the fourth modified example of the sixth control example; (c) is a schematic diagram showing the specified contents of the special symbol 1 random number table set in the ROM of the main control unit in the fourth modified example of the sixth control example; (d) is a schematic diagram showing the specified contents of the special symbol 2 random number table set in the ROM of the main control unit in the fourth modified example of the sixth control example; and [Figure 530] (a) is a schematic diagram showing the configuration of the variable pattern selection table set in the ROM of the main control unit in the fourth modified example of the sixth control example; (b) is a schematic diagram showing the specified contents of the A time-saving variable pattern table set in the ROM of the main control unit in the fourth modified example of the sixth control example; and (c) is a schematic diagram showing the specified contents of the time-saving granting table set in the ROM of the main control unit in the fourth modified example of the sixth control example. [Figure 531] This is a block diagram showing the configuration of the ROM of the audio lamp control device in the fourth modified example of the sixth control example. [Figure 532] This figure schematically shows the contents of the specified contents of the dependent opening setting table set in the ROM of the audio lamp control device in the fourth modified example of the sixth control example. [Figure 533]This flowchart shows the lottery result determination process performed by the MPU in the main control unit in the fourth modified example of the sixth control example. [Figure 534] This flowchart shows the time-saving update process performed by the MPU in the main control unit in the fourth modified example of the sixth control example. [Figure 535] This flowchart shows the special electric activation port entry process performed by the MPU in the main control unit in the fourth modified example of the sixth control example. [Figure 536] This is a front view of a pachinko machine, showing the fifth modified example of the sixth control example. [Figure 537] (a) is a figure showing an example of the display screen during the change in the time-saving state displayed on the third symbol display device in the fifth modified example of the sixth control example, and (b) is a figure showing an example of the display screen when the ball enters the roulette, displayed on the third symbol display device in the fifth modified example of the sixth control example. [Figure 538] (a) is a figure showing an example of the display screen at the start of the rotation of the roulette wheel as displayed on the third symbol display device in the fifth modified example of the sixth control example, and (b) is a figure showing an example of the display screen during the rotation of the roulette wheel as displayed on the third symbol display device in the fifth modified example of the sixth control example. [Figure 539] (a) is a diagram showing an example of the display screen when the special electric activation port displayed on the third symbol display device is hit in the fifth modified example of the sixth control example and the result is a C time reduction, and (b) is a diagram showing an example of the display screen when the special electric activation port displayed on the third symbol display device is hit in the fifth modified example of the sixth control example and the result is a loss. [Figure 540] (a) and (b) are diagrams showing examples of display screens when a special electric activation port is hit during a special symbol variation displayed on the third symbol display device in the sixth modified example of the sixth control example. [Figure 541] (a) and (b) are diagrams showing examples of display screens when a special electric activation port is hit while the special symbol is stopped, as displayed on the third symbol display device, in the sixth modified example of the sixth control example. [Figure 542]This flowchart shows the special electric activation port entry process performed by the MPU in the main control unit in the sixth modified example of the sixth control example. [Modes for carrying out the invention]
[0010] <First control example> Hereinafter, control examples of the present invention will be described with reference to the attached drawings. First, referring to Figures 1 to 85, a control example in which the present invention is applied to a pachinko game machine (hereinafter simply referred to as "pachinko machine") 10 will be described as a first control example. Figure 1 is a front view of the pachinko machine 10 in the first control example, Figure 4 is a front view of the game board 13 of the pachinko machine 10, Figure 5 is a schematic diagram illustrating the structure of a variable prize-winning device 65 provided in the lower front view area of the game board 13 of the pachinko machine 10, and Figure 3 is a rear view of the pachinko machine 10. As shown in Figure 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame assembled in a substantially rectangular shape, and an inner frame 12 which is formed in substantially the same external shape as the outer frame 11 and is supported in a manner that it can be opened and closed relative to the outer frame 11. The outer frame 11 has metal hinges 18 attached to the upper and lower left sides of the left side in a front view (see Figure 1) to support the inner frame 12. The inner frame 12 is supported so that it can be opened and closed towards the front, with the side on which the hinges 18 are provided as the axis of opening and closing. A game board 13 (see Figure 4), which has numerous ball entry openings 63, 64, 640, etc. into which numerous nails or balls can be entered, is detachably attached to the inner frame 12 from the back side. The pinball game is played by balls (game balls) flowing down the front of this game board 13. The inner frame 12 is also fitted with a ball launching unit 112a (see Figure 21) that launches balls into the front area (game area) of the game board 13, and a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of the game board 13. The details of the numerous ball entry openings provided on the game board 13 will be described later with reference to Figure 4. The front side of the inner frame 12 is provided with a front frame 14 that covers its upper front side and a lower tray unit 15 that covers its lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached to two locations, upper and lower, on the left side in a front view (see Figure 1). The side on which the hinges 19 are provided is used as the axis of opening and closing, allowing the front frame 14 and the lower tray unit 15 to open and close towards the front. The locking of the inner frame 12 and the locking of the front frame 14 are released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.Here, while the lock between the inner frame 12 and the front frame 14 is released, the volume level is changed to a level corresponding to the maximum volume for error notification, and an error indicating that the door is open is notified. By performing an operation on the dedicated key to return from the unlocked state to the locked state, the error notification ends and the volume level can be reduced to a level lower than the maximum volume.
[0011] The front frame 14 is assembled with decorative resin parts and electrical components, and has a roughly elliptical window 14c in its approximate center. A glass unit 16 with two glass plates is arranged on the back side of the front frame 14, and the front of the game board 13 is visible from the front side of the pachinko machine 10 through this glass unit 16. The front frame 14 has an upper tray 17 for storing balls that protrudes to the front and is formed in a roughly box shape with an open top, into which prize balls and dispensed balls are discharged. The bottom surface of the upper tray 17, which is the path that guides the game balls to the launch position, is formed to slope downward to the right side when viewed from the front (see Figure 1), and this slope guides the balls placed in the upper tray 17 to the ball launch unit 112a (see Figure 21). A frame button 22 is also provided on the top surface of the upper tray 17. This frame button 22 is operated by the player in a configuration that allows information to be input, for example, to change the stage of the performance displayed on the third symbol display device 81 (see Figure 4) as part of the performance, or to change the content of the super reach performance. The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, the corners). These light-emitting means are controlled to change their lighting pattern by lighting up or flashing in response to changes in the game state, such as during a jackpot or a predetermined reach, as part of the performance, and play a role in enhancing the performance effect during gameplay. The periphery of the window section 14c is provided with illuminated sections 29 to 33 that have built-in light-emitting means such as LEDs. In the pachinko machine 10, these illuminated sections 29 to 33 function as performance lamps such as jackpot lamps, and during a jackpot or reach performance, the built-in LEDs light up or flash, causing each illuminated section 29 to 33 to light up or flash, indicating that a jackpot is in progress or that a reach is imminent. Furthermore, an indicator lamp 34 is provided in the upper left corner of the front frame 14 (see Figure 1), which incorporates an LED or other light-emitting means and can indicate when prize balls are being dispensed and when an error has occurred.
[0012] Furthermore, a small window 35 is formed on the lower side of the right-side illuminated section 32 by attaching transparent resin from the back side so that the back side of the front frame 14 can be seen, and the stickers etc. that are attached to the attachment space K1 (see Figure 4) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, plated members 36 made of chrome-plated ABS resin are attached to the area around the illuminated sections 29-33 to create a more dazzling appearance. Below the window section 14c, a ball dispensing operation unit 40 is located. The ball dispensing operation unit 40 is equipped with a frequency display unit 41, a ball dispensing button 42, and a return button 43. When banknotes or cards are inserted into the card unit (ball dispensing unit) (not shown) located on the side of the pachinko machine 10 and the ball dispensing operation unit 40 is operated, balls are dispensed according to the operation. Specifically, the frequency display section 41 is an area where the remaining balance information of a card, etc., is displayed. An internal LED lights up to display the remaining balance as a number. The ball dispensing button 42 is operated to obtain dispensing balls based on the information recorded on the card, etc. (recording medium), and dispensing balls are supplied to the upper tray 17 as long as there is a balance on the card, etc. The return button 43 is operated when requesting the return of the card, etc. inserted into the card unit. In pachinko machines where balls are dispensed directly to the upper tray 17 from a ball dispensing device, etc., without going through a card unit, so-called cash machines, the ball dispensing operation section 40 is unnecessary. In this case, a decorative sticker or the like can be added to the installation area of the ball dispensing operation section 40, and the component configuration can be made common. This allows for commonality between pachinko machines using a card unit and cash machines. The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in its center, which is formed in a roughly box shape with an open top, for storing balls that could not be stored in the upper tray 17. An operating handle 51 is provided on the right side of the lower tray 50, which is operated by the player to launch the balls into the front of the game board 13.
[0013] The operating handle 51 contains a touch sensor 51a for allowing the ball launching unit 112a to be driven, a launch stop switch 51b for stopping ball launching while the handle is being pressed, and a variable resistor (not shown) for detecting the amount of rotation (rotation position) of the operating handle 51 by a change in electrical resistance. When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation. The ball is then launched with a strength (launch intensity) corresponding to the resistance value of the variable resistor, and the ball is driven towards the front of the game board 13 with a distance corresponding to the player's operation. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the launch stop switch 51b are turned off. In other words, this control example has a launching means for launching balls into the game area formed on the game board 13, and a launch intensity variable means for varying the launch intensity based on the amount of rotation (rotation position) of the operating handle 51. As a result, the player can perform both the act of launching a ball using the launching means and the act of varying the launching strength of the ball simply by operating the operating handle 51. Therefore, the operation of launching a ball towards a specific game area within the game area formed on the game board 13 can be performed with one hand, and the game can be played without imposing an excessive burden on the player. In this control example, the launching strength is configured to be varied based on the amount of rotation operation (rotation position) of the operating handle 51, but it is not limited to this, and for example, a launching strength selection button that the player can select the launching strength may be provided, and the launching means may be configured to launch a ball with a launching strength corresponding to the operation result (selection result) of the launching strength selection button. Also, in this control example, it is possible to change the electrical resistance by the player directly touching the operating handle 51, but it is not limited to this, and a proximity sensor may be provided on the operating handle 51, and when the proximity sensor detects the player's hand, which is a component detected by the proximity sensor, without touching it, the game ball may be launched with a launching strength corresponding to the detection result.
[0014] A ball release lever 52 is provided on the lower front of the lower tray 50 for operating when discharging the balls stored in the lower tray 50 downwards. This ball release lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall out naturally from this bottom opening and are discharged. This ball release lever 52 is usually operated with a box (commonly called a "senryobako") placed below the lower tray 50 to receive the balls discharged from the lower tray 50. As described above, an operating handle 51 is provided to the right of the lower tray 50, and an ashtray 53 is attached to the left of the lower tray 50. As shown in Figure 4, the game board 13 is constructed by assembling numerous nails (not shown) and windmills for guiding balls, as well as rails 61, 62, a general ball entry opening 63, a first ball entry opening 64, a second ball entry opening 640, a variable prize winning device 65, a normal symbol starting opening (through gate) 67, a variable display unit 80, etc., onto a base plate 60 that is cut into a roughly square shape when viewed from the front, and its periphery is attached to the back side of the inner frame 12 (see Figure 1). The base plate 60 is made of a light-transmitting resin material and is formed so that the various structures arranged on the rear side of the base plate 60 can be seen by the player from the front side. The general ball entry opening 63, the first ball entry opening 64, the second ball entry opening 640, the variable prize winning device 65, and the variable display unit 80 are arranged in through holes formed in the base plate 60 by router processing and are fixed from the front side of the game board 13 with tapping screws or the like. The central front portion of the game board 13 can be viewed from the front side of the inner frame 12 through the window portion 14c (see Figure 1) of the front frame 14. The configuration of the game board 13 will be described below, mainly with reference to Figure 4.
[0015] An outer rail 62, formed by bending a strip of metal plate into a roughly arc shape, is installed on the front of the game board 13, and an arc-shaped inner rail 61, also formed from a strip of metal plate, is installed inside the outer rail 62. The outer rail 61 and outer rail 62 surround the outer perimeter of the front of the game board 13, and the front and back are surrounded by the game board 13 and the glass unit 16 (see Figure 1), thus forming a game area on the front of the game board 13 where the game is played by the movement of balls. The game area is the area on the front of the game board 13 that is demarcated by the two rails 61 and 62 and the resin outer edge member 73 that connects the rails (an area where prize slots are located and the launched balls flow down). The two rails 61 and 62 are provided to guide the balls launched from the ball launching unit 112a (see Figure 21) to the top of the game board 13. A ball return prevention member 68 is attached to the tip of the inner rail 61 (upper left in Figure 4) to prevent balls that have been guided to the top of the game board 13 from returning to the ball guidance passage. A return rubber 69 is attached to the tip of the outer rail 62 (upper right in Figure 4) at a position corresponding to the maximum flight distance of the ball. Balls launched with a force greater than a predetermined amount will hit the return rubber 69, have their force reduced, and bounce back towards the center. A first symbol display device 37 is provided on the upper left side of the return rubber 69. This first symbol display device 37 is positioned to cover the back surface (the surface opposite to the surface forming the game area) of the game board 13, which is made of transparent resin (for example, ABS), and is configured so that launched balls do not collide with the first symbol display device 37.
[0016] The first symbol display device 37 is equipped with multiple LEDs and a 7-segment display, which are light-emitting means. The first symbol display device 37 displays information according to each control performed by the main control device 110 (see Figure 21), and mainly displays the game status of the pachinko machine 10. In this control example, the first symbol display device 37 is configured to activate when a ball enters (wins) the first ball entry slot 64 or the second ball entry slot 640. In other words, the first symbol display device 37, which has a first region, is a display means for showing the results of the first special symbol lottery (special symbol 1 lottery), which is performed when it detects that a ball has entered the first ball entry slot 64, and the second special symbol lottery (special symbol 2 lottery), which is performed when a ball enters the second ball entry slot 640, by receiving a detection signal output when it detects that a ball has entered the first ball entry slot 64 and determining the contents of the received detection signal (information). In this control example, a pachinko machine 10 is used that has two types of special symbols (first special symbol and second special symbol) as symbols displayed in the first area. Therefore, the results of the two types of special symbol lotteries (special symbol lotteries) are displayed on the first symbol display device 37. However, if the pachinko machine 10 has only one type of special symbol (first special symbol), then it is sufficient to provide a display area on the first symbol display device 37 corresponding to that one type of special symbol.
[0017] Furthermore, the first symbol display device 37 uses LEDs to indicate the current game state of the pachinko machine 10 (for example, normal state, time-saving state, or probability variation state) by the state of illumination, to indicate whether the special symbol (first symbol) is currently changing (dynamically displaying a combination of symbols to show the lottery result) corresponding to the lottery result, to indicate that the period until the result of the executed lottery is displayed is still ongoing by the state of illumination, to indicate whether the stopped symbol corresponds to a jackpot that is advantageous to the player, a jackpot that is disadvantageous, or a losing symbol by the state of illumination, to indicate the number of reserved balls by the state of illumination, and to display the number of rounds during a jackpot or an error using a 7-segment display device. It is also configured to indicate by the state of illumination that the special symbol change is temporarily stopped (interrupted). Multiple LEDs are configured so that each LED emits a different color (for example, red, green, blue), and by combining these colors, various game states of the pachinko machine 10 can be suggested with a small number of LEDs. In this control example, the system is configured to notify various game states by a combination of light-emitting colors of the light-emitting means (7-segment display device). However, any configuration that allows the player to identify various game states is acceptable. For example, the system may be configured to notify various game states by varying the length of time the light-emitting means is lit and the time it is unlit (flashing pattern). In this pachinko machine 10, a lottery (lottery for special symbols) is held when a ball enters (wins) the first ball entry port 64 or the second ball entry port 640. Then, in the lottery for special symbols, a determination is made as to whether or not it is a jackpot (jackpot lottery). If it is determined that a jackpot has been won, a jackpot game is executed, which is a special game state that is advantageous to the player.
[0018] When a jackpot is triggered, the variable prize-winning device 65 opens up, allowing balls to easily enter the specific prize-winning opening 65a. By entering the specific prize-winning opening 65a, a game is played in which a large number of prize balls can be won in a short period of time. The jackpot game, which is executed in a state that makes it possible to perform this advantageous game, is executed after the result of the special symbol lottery is displayed as stopped (a confirmed display which is a state in which the symbols are completely stopped for a predetermined period of time), and the jackpot game period is set to consist of an opening period of a predetermined time (for example, 1 second) (a period in which a closed state is set in which it is difficult to enter the specific prize slot 65a of the variable prize device 65), a round game period in which a specific game (round game) is performed in which the degree of advantage becomes a predetermined degree that is higher than the period in which the closed state is set by setting the open state, an interval period in which the closed state is set for a predetermined period (for example, 0.5 seconds) after the end of one round game period until the start of the next round game, and an ending period in which the closed state is set for a predetermined period (for example, 2 seconds) after the end of the last round game period. The variable prize-winning device 65 is another form of movable means that is controlled to move when a jackpot is won in a special symbol lottery, which is performed based on the fact that a game ball is launched by operating a launch handle, a device that can be operated by the player, and a game ball enters the special symbol start opening (first ball entry opening 64, etc.). In this way, after the result of the special symbol lottery indicating a jackpot is displayed (confirmed display), an opening period is set for showing the player the operating procedure, and as a way of showing the operating procedure to the player, a way of instructing the player to launch the ball in any direction (for example, a right-shooting display) is displayed, so that preparations can be made to launch the ball in any direction in time with the timing when the specific prize-winning opening 65a opens during the jackpot game, thus enabling the jackpot game to be played smoothly. In addition, this opening period can be used as a period to inform the player of the details of the jackpot game, so an easy-to-understand game can be provided.
[0019] Furthermore, by setting an ending period as the final period of a jackpot game, it is possible to prevent the drawing of new special symbols from being performed immediately after the last round of gameplay has ended. This allows preparations to be made to launch the ball in any direction for the game to be performed after the jackpot game has ended, thus enabling a smooth transition between games. Note that the various controls performed during the ending period, which is set after the movable control of the variable prize-winning device 65 has ended, are controls that are performed after the control in 1 has ended. A detailed explanation will be given later, but in this control example, multiple types of jackpot games can be performed, and the number of rounds of gameplay performed during the jackpot game and the game state set after the jackpot game has ended are configured to differ depending on the type of jackpot won. By configuring it in this way, players can be interested not only in whether or not they have won a jackpot through the drawing of special symbols, but also in the type of jackpot won and the game state at the time of winning. Furthermore, the length of each period (opening period, round period, ending period) of the jackpot game, which is executed when a jackpot is won through a special symbol lottery, may be set to different lengths depending on the game state set at the time of the jackpot win and the type of jackpot won. For example, if a jackpot is won in which the game content executed after the jackpot game is different from the game content executed when the jackpot was won, the ending period of that jackpot game (for example, 10 seconds) can be set to be longer than the ending period of other jackpot games (for example, 2 seconds), and it is good to configure the system so that an animation can be executed during the ending period to inform the player in advance of the game content to be executed after the jackpot game is finished. This makes it possible to provide a game that is easy for the player to understand.
[0020] On the other hand, if a player wins a jackpot where the game content at the time of the jackpot and the game content executed after the jackpot game ends are the same, it is advisable to configure the system so that the ending period of that jackpot (for example, 1 second) is shorter than the ending period of other jackpot games (for example, 2 seconds). This allows players to play the game more efficiently. Alternatively, instead of using a system that actually distinguishes between the game content at the time of the jackpot and the game content executed after the jackpot game ends, it is possible to pre-define the game state to be set after the jackpot game ends based on the type of jackpot won and the game state at the time of the jackpot, and then pre-set the ending period of each jackpot game according to that pre-defined state. As will be explained in more detail later, in this control example, the pachinko machine 10 is configured to allow setting three types of game states by combining two states with different probabilities of winning a jackpot in the lottery for special symbols (a high-probability state for special symbols and a low-probability state for special symbols) and two states with different probabilities of winning a jackpot in the lottery for regular symbols (a high-probability state for regular symbols and a low-probability state for regular symbols), which will be explained later. Specifically, it is configured to allow setting a normal state (a low-probability state for special symbols and a low-probability state for regular symbols), which is set as a predetermined state in which the player can play the game; a time-saving state (a low-probability state for special symbols and a high-probability state for regular symbols), which is set as a state different from the predetermined state in which the player can play the game; and a probability variation state (a high-probability state for special symbols and a high-probability state for regular symbols), which is set as a state different from the predetermined state in which the player can play the game. Both the special symbol lottery and the regular symbol lottery are configured so that winning is easier in a high-probability state than in a low-probability state. Therefore, among the multiple game states that can be set in the pachinko machine 10 in this control example, the probability variation state is a game state in which it is easier to win a jackpot in the special symbol lottery than in other game states, and the probability variation state and the time reduction state, which are set as game states in which predetermined benefits are more likely to be granted, are game states in which it is easier to win a jackpot in the regular symbol lottery than in other game states.
[0021] Furthermore, when a win is achieved in the regular symbol lottery, a winning game (regular symbol winning game) is executed that makes it easier to execute a special symbol lottery. Specifically, the electric mechanism 640a attached to the second ball entry port 640 opens, and a regular symbol winning game is executed that provides a state where it is easier to enter the second ball entry port 640. Therefore, when the probability variation state and the time reduction state, i.e., the high probability state for regular symbols, are set, the game state makes it easier to execute a special symbol lottery than in other game states. Moreover, when the high probability state for regular symbols is set, the period from when the special symbol lottery is executed until the lottery result is displayed (dynamic display period) is more likely to be set to be shorter than when the low probability state for regular symbols is set. Therefore, when the probability variation state and the time reduction state, i.e., the high probability state for regular symbols, are set, the special symbol lottery can be executed in a shorter period of time than in other game states, making it easier to execute a new special symbol lottery. As will be explained in more detail later, in this control example, a specific area is provided within the variable prize entry device 65, which is opened during a jackpot game. The system is configured to allow a high probability state for special symbols to be set after the jackpot game ends, but only if the ball passes through the specific area during a jackpot game. Depending on the type of jackpot won, the system is configured to allow the execution of a jackpot game in which the ball is likely to pass through the specific area (advantageous jackpot game) and a jackpot game in which the ball is unlikely to pass through the specific area (disadvantageous jackpot game). Hereafter, an advantageous jackpot game, that is, a jackpot game in which the ball is likely to pass through the specific area during a jackpot game, will be referred to as a probability variation jackpot game, and a jackpot in which a probability variation jackpot game is executed will be referred to as a probability variation jackpot. Furthermore, a disadvantageous jackpot game, that is, a jackpot game in which it is difficult for the ball to pass through a specific area during the jackpot game, is called a normal jackpot game, and a jackpot in which a normal jackpot game is performed is called a normal jackpot.
[0022] In this control example, if the player does not win a jackpot in the special symbol lottery, it is determined to be a loss and no reward is given to the player. However, the system is not limited to this, and for example, in some cases where the result of the jackpot lottery is determined to be a loss rather than a jackpot, a minor prize game may be executed in which the reward given to the player is less than that of a jackpot (for example, a reward of opening the variable prize device 65 for only one round). The first symbol display device 37 not only shows whether the result of the lottery is a jackpot or not (or a minor prize or not) as the stopping symbol after the variation ends, but also shows a symbol corresponding to the type of jackpot if it is a jackpot. Returning to Figure 4, the explanation continues. On the lower left side of the game area formed on the surface of the game board 13, there are multiple left general ball entry slots 63a from which 10 balls are dispensed as prize balls when a ball enters. In addition, a variable display device unit 80 is installed in the central part of the game area. The variable display unit 80 includes a third symbol display device 81, which is a liquid crystal display (hereinafter simply referred to as "display device") that displays the variation of the third symbol in synchronization with the variation of the special symbol executed on the first symbol display device 37, triggered by the input of predetermined information when a ball enters the first ball entry opening 64 or the second ball entry opening 640, which are the first performance setting positions (starting entry); and a second symbol display device (not shown) which is composed of LEDs that displays the variation of the normal symbol (second symbol) triggered by the passage of a ball through the normal symbol start opening (through gate) 67, which are the second performance setting positions. A center frame 86 is also provided on the variable display unit 80 so as to surround the outer periphery of the third symbol display device 81.
[0023] The third symbol display device 81 is composed of a 15-inch liquid crystal display, and its display content is controlled by the display control device 114, which will be described later, so that three symbol rows (Z1 to Z3) are displayed as image data including numbers and symbols, for example, upper, middle, and lower (see Figure 6(a)). The third symbols (decorative symbols that change in response to the changing display of the first special symbol (special symbol 1) or the second special symbol (special symbol 2)) displayed in the second area, which is the display screen of the third symbol display device 81, are each composed of 10 types of main symbols with identification information that imitates the numbers "1" to "9". These third symbols are horizontally scrolled for each symbol row, and the third symbols are variably displayed (dynamically displayed) on the display screen of the third symbol display device 81 as a predetermined change or a change contrary to the predetermined change. In this control example, the third symbol display device 81 displays decorative information corresponding to the display on the first symbol display device 37, in contrast to the display of the game state associated with the control of the main control device 110 (see Figure 21) which is done on the first symbol display device 37. Alternatively, the third symbol display device 81 may be configured using, for example, reels instead of a display device. As shown in Figure 6(b), in the pachinko machine 10 of this control example, the main symbol sz is formed using different types of characters (such as fish) for each identification information that mimics a number. By using characters corresponding to each identification information in this way, the results of the special symbol lottery can be visually communicated to the player, making the game easier to understand. Furthermore, in the pachinko machine 10 of this control example, if the lottery result by the main control device 110, which will be described later, is a jackpot, a variation display is shown in which the same main symbols line up (for example, "777"), and a jackpot game is played after this variation display has finished. On the other hand, if the lottery result is a loss, a variation display is shown in which the main symbols of the losing combination are stopped and displayed (at least one main symbol is stopped and displayed as a symbol different from the other main symbols) as an effect that does not include predetermined suggestive content such as the occurrence of a jackpot game or the type of jackpot. In other words, the third symbol is displayed on the third symbol display device 81 as a symbol to indicate the lottery result of the special symbol by the main control device 110. The main display area Dm displays three symbol rows Z1, Z2, and Z3, respectively, at the top, middle, and bottom.Each symbol row Z1 to Z3 displays the aforementioned third symbol in a predetermined order. That is, each symbol row Z1 to Z3 has the main symbols arranged in ascending or descending numerical order, and the display changes as it scrolls horizontally with periodicity for each symbol row Z1 to Z3.
[0024] Specifically, the top symbol row Z1 is formed so that the numbers are in ascending order from right to left, and is configured to scroll and change from right to left. The middle symbol row Z2 and the bottom symbol row Z3 are formed so that the numbers are in ascending order from left to right, and are configured to scroll and change from right to left. Furthermore, each symbol row has a secondary symbol (blank symbol) fz between the main symbols sz that does not show the result of the special symbol lottery. In Figure 6(b), a symbol resembling a triangle is used to display the blank symbol (secondary symbol) fz. As shown in Figure 6(a), the main display area Dm has three active lines L1 to L3 formed vertically and two active lines L4 and L5 formed diagonally. When each symbol row Z1 to Z3 is stopped and displayed, if the third symbol (main symbol sz) stops on an active line in a combination of winning symbols (in this control example, a combination of identical main symbols), a jackpot is awarded and a jackpot video is displayed. As shown in Figure 6(a), in this control example, each active line (L1 to L5) is formed to include the symbol display positions of each symbol row Z1 to Z3. Therefore, the results of the lottery for the corresponding special symbols can be made difficult to understand until all of the symbol rows Z1 to Z3 displayed in the main display area Dm of the third symbol display device 81 are stopped and displayed. Thus, the fluctuation display of the third symbol performed in the main display area Dm can be kept interesting until the last symbol row (in this control example, the middle symbol row Z2) is stopped and displayed. In this control example, among the three symbol sequences (Z1 to Z3) mentioned above, a specific symbol sequence (symbol sequence Z2), that is, the symbol sequence whose variable display stops last among multiple symbol sequences, is configured to have a larger number of main symbols than the other symbol sequences. Specifically, the number of main symbols with a specific number (for example, the number "4") is increased compared to the other symbol sequences. As a result, when the identification information mimicking a specific number reaches a winning state, the number of jackpot symbols (identification information mimicking a specific number) passing through the active line can be increased compared to when the winning state is reached with other identification information, thus allowing the player to visually predict that the probability of winning a jackpot is high.
[0025] Furthermore, the manner in which the third symbol is displayed in the third symbol display device 81 is not limited to the above and is arbitrary; the number of symbol rows, the direction of the symbol display in the symbol rows, and the number of symbols in each symbol row can be changed as appropriate. Also, the symbols displayed in the third symbol display device 81 are not limited to the above; for example, a symbol combining an image such as a figure or character with a number may be configured as the third symbol. In addition, the area in which the third symbol is displayed may be made variable; for example, when a specific effect is performed on the display screen of the third symbol display device 81, the display area for the third symbol may be made smaller or moved to a position that is difficult for the player to see (for example, a corner of the display screen), making it difficult for the player to tell whether the third symbol is changing or not. Furthermore, the display may be configured to temporarily stop (temporarily pause) the third symbol's movement during the period when a special symbol is changing, and then resume. Furthermore, in this control example, the display mode of the third symbol corresponding to the variation of the first special symbol and the display mode of the third symbol corresponding to the variation of the second special symbol are configured to be identical (including differences that are difficult for the player to distinguish). However, the display mode and display area of the third symbol may be made different to correspond to the type of special symbol that is varying. In cases where additional information different from the information indicating a jackpot can be provided to the player by displaying (switching to displaying) a symbol of a different type than the third symbol that is being displayed, the effect that encourages the provision of additional information is an effect that suggests that the player will be given a benefit that is advantageous to them if a combination other than the one indicating a jackpot is displayed. Furthermore, a configuration may be used in which the type of all the third symbols being displayed is switched to the stop display mode of the final stop symbol. In this case, the configuration in which the type of all the third symbols being displayed is switched to the stop display mode of the final stop symbol is a configuration in which a different effect mode than usual is displayed when a predetermined condition is met.
[0026] Next, the content actually displayed on the third symbol display device 81 will be explained with reference to Figure 6(b). As shown in Figure 6(b), a small display area Dm1 is formed in the upper left of the main display area Dm when viewed from the front, and a small display area Dm2 is formed in the upper right when viewed from the front. This small display area Dm1 is an area where identification information (fourth symbol) for indicating the lottery status of special symbols (whether or not the lottery is in progress (changing), and the lottery result) is displayed. The small display area Dm1 is configured to display either the fourth symbol (special symbol 1 fourth symbol) for indicating the lottery status of the first special symbol (special symbol 1), or the fourth symbol (special symbol 2 fourth symbol) for indicating the lottery status of the second special symbol (special symbol 2). Furthermore, the small display area Dm2 is an area where identification information is displayed to indicate the status of the regular symbol draw (whether or not the draw is in progress (variation), and the draw result), and the fourth symbol (regular symbol fourth symbol) which indicates the status of the regular symbol draw is displayed in the small display area Dm1. By providing small display areas Dm1 and Dm2 in this way, the status of the special symbol draw and the regular symbol draw can be notified to the player. As will be explained in more detail later, in the pachinko machine 10 of this control example, the fourth symbol is shown in a display manner that mimics shapes such as a circle and an X. The system is configured to show that the special symbol is changing by displaying the fourth symbol in small display areas Dm1 and Dm2 (see small display area Dm1 in Figure 6(b)), and to show the fourth symbol stopped in small display areas Dm1 and Dm2 (see small display area Dm2 in Figure 6(b)), indicating the result of the special symbol lottery. However, the system is not limited to this, and for example, the fourth symbol could be displayed using numbers or multiple colors, and the system could be configured to show that the special symbol is changing by displaying numbers or colors in a variable display manner, and to show the result of the special symbol lottery by displaying a specific symbol or color in a stopped display manner.
[0027] Furthermore, in this control example, the fourth symbol is used to indicate the status of the special symbol draw (whether or not the draw is in progress (variation), and the draw result), but the system is not limited to this, and it may be configured to only notify whether or not the special symbol is in progress (variation). Also, as shown in Figure 6(b), in this control example, a fourth symbol display area (small display area Dm1) where the fourth symbol for indicating the special symbol draw status is displayed is formed on the upper left side of the main display area Dm, and a normal symbol fourth symbol display area (small display area Dm2) where the normal symbol fourth symbol for indicating the normal symbol draw status is displayed is formed on the upper right side of the main display area Dm. However, the position and size of this fourth symbol display area may be configured to vary according to the performance mode of the variation performance executed in the central part of the main display area Dm. By configuring it in this way, it is possible to suppress the reduction in the performance effect due to the area in which the variation performance is executed being restricted by the fourth symbol display area and the normal symbol fourth symbol display area. In this case, the fourth symbol display area and the normal fourth symbol display area may be removed from the main display area Dm of the third symbol display device 81, and the variable display of the fourth symbol may be performed using a light-emitting means (LED, etc.) provided in the variable display device unit 80. As shown in Figure 6(a), a sub-display area Ds is formed below the main display area Dm. This sub-display area Ds is configured to display reserved symbols corresponding to the number of acquired special symbol lottery rights (reserved memory). As described above, in the pachinko machine 10 of this control example, when a ball enters the first ball entry port 64 or the second ball entry port 640 while a variable display is being performed in the first symbol display device 37 or a winning game is being played, that is, when a new special symbol lottery cannot be performed, the number of balls that enter is reserved up to a maximum of 4 times for each ball entry port. The number of reserved symbols displayed in the sub-display area Ds is the same as the number of reserved balls that have been reserved. In this embodiment, the maximum number of reserved balls stored for balls entering the first ball entry port 64 is set to 4, and the maximum number of reserved balls stored for balls entering the second ball entry port 640 is set to 4. Therefore, a maximum of 8 reserved ball symbols are displayed in the sub-display area Ds.The reserved symbols are displayed in response to a game ball entering the first ball entry slot 64 or the second ball entry slot 640, and a predetermined number of prize balls are paid out in response to the game ball entering the first ball entry slot 64 or the second ball entry slot 640. In other words, when the reserved symbols are displayed, the player is awarded prize balls. To put it another way, the display of reserved symbols is an added-value feature for the player.
[0028] Specifically, as shown in Figure 6(b), the sub-display area Ds is divided into an execution area Ds1a and a standby area Ds1b. The standby area Ds1b is an area for displaying a number of reserved symbols corresponding to the number of reserved balls of special symbols, and eight pedestals hr1 to hr8 corresponding to the upper limit of the number of reserved balls that can be stored (8) are displayed from left to right. When a reserved ball of a special symbol is acquired, the reserved symbol is displayed on the lowest numbered pedestal among the eight pedestals hr1 to hr8 that does not currently have a reserved symbol displayed. In the example shown in Figure 6(b), four reserved balls of the first special symbol are stored, and in the standby area Ds1b, four reserved symbols (hz1 to hz4) with display modes (white circles) corresponding to the reserved balls of the first special symbol (special symbol 1 reserved balls) are displayed on the first pedestal hr1 to the fourth pedestal hr4. The execution area Ds1a is a display area where the reserved symbols that were displayed in accordance with the currently running special symbol variation are shifted and displayed, with the running reserved symbol hz0 displayed on the execution base hr0. In other words, when a new special symbol variation starts, the reserved symbol hz1 that was displayed on the first base hr1 of the standby area Ds1b shifts and is displayed on the execution base hr0 of the execution area Ds1a. With this configuration, for example, when a pre-announcement effect indicating the expectation of winning a jackpot (for example, an effect that changes the display pattern of the reserved symbols) is executed for the reserved symbols displayed in the standby area Ds1b, the player can easily determine that a special symbol variation corresponding to the reserved symbol on which the pre-announcement effect was executed is being performed. Furthermore, by enabling the display of reserved symbols corresponding to the ongoing special symbol fluctuations, the effect of changing the display pattern of reserved symbols can also be applied to the reserved symbols corresponding to the ongoing special symbol fluctuations. This allows players to expect the display pattern of the reserved symbols to change for a longer period than if the reserved symbols corresponding to the ongoing special symbol fluctuations were not displayed. Possible timings for executing the reserved symbol change effect that changes the display pattern of reserved symbols include a first timing when a new reserved ball count symbol is displayed, a second timing when the display position of the reserved ball count symbol shifts due to the execution of a new special symbol lottery, and a third timing determined according to the effect pattern of the fluctuation effect being executed.Moreover, it becomes possible to vary the degree of expectation for a big win or a time-saving state depending on the execution timing of the hold change effect. In this case, the hold change effect is an effect capable of switching and notifying the content of the privilege and the degree of expectation of privilege granting depending on the execution timing. Note that the hold change effect is not limited to the above-described mode, and a hold change effect that is an effect of transforming an effect (hold symbol) that has already been executed by new winning information may be executed. For example, when a hold ball that wins a big win is obtained, an effect of varying the display mode of the hold symbol displayed before the hold symbol corresponding to the hold ball may be executed. More specifically, when three hold symbols have already been displayed at the time of obtaining a hold ball that wins a big win, the three hold symbols are each varied to a mode in which the characters "激", "ア", and "ツ" are displayed, and the hold symbol corresponding to the hold ball that wins a big win is displayed in a mode in which the symbol "!" is displayed. When the character string "激アツ!" is formed by four hold symbols, it suggests to the player that the fourth hold ball has a high possibility of winning a big win. On the other hand, there may be a case where the fourth hold symbol is displayed in a mode in which the symbol "?" is displayed, and in this case, it suggests that the current hold change effect is likely to be just for entertainment. When two hold symbols have already been displayed at the time of obtaining a hold ball that wins a big win, the two hold symbols are each displayed in a mode in which the characters "激" and "ア" are displayed, and the hold symbol corresponding to the hold ball that wins a big win is displayed in a mode in which the character "ツ" is displayed. In this case, since the fourth hold symbol is not displayed, the player is in a state where they do not know whether the current hold change effect is just for entertainment or not. That is, when the hold balls have been obtained up to the upper limit, it is a configuration in which the lottery result can be known earlier than when the hold balls have not been obtained up to the upper limit. By configuring it in this way, it becomes possible to make the player play the game while maintaining the state of having obtained the hold balls up to the upper limit as much as possible for the player who wants to know the lottery result quickly.Furthermore, if the pachinko machine 10 is capable of performing an effect that can gradually suggest the probability of winning a jackpot by gradually changing the display manner of specific identification information, it may be configured to allow setting an effect mode (happening mode) that changes the display manner for gradually indicating the probability of winning a jackpot. For example, in a pachinko machine 10 that can display the color of an effect in stages corresponding to the probability of winning a jackpot, normally the probability of winning a jackpot increases in the order of "blue → red → gold", but by setting the aforementioned happening mode, it is good to configure it so that the probability of winning a jackpot increases in the order of "gold → red → blue". Furthermore, when a predetermined condition (during a jackpot variation) is met, it may be configured to limit the selectable effect modes, and only the jackpot celebration mode may be selected. This configuration is another form of configuration in which a different effect manner than usual is displayed when a predetermined condition is met.
[0029] In this control example, the display of the reserved symbols in the standby area Ds1b of the sub-display area Ds allows the player to identify whether the displayed reserved symbol is a reserved symbol indicating a reserved ball for the first special symbol (Special Symbol 1 reserved symbol) or a reserved symbol indicating a reserved ball for the second special symbol (Special Symbol 2 reserved symbol). The Special Symbol 1 reserved symbol is displayed as a white circle (see Figure 6(b)), and the Special Symbol 2 reserved symbol is displayed as a black circle (see Figure 8(a)). This allows the player to understand the current number of reserved balls for each type of special symbol, making it easier for them to decide whether or not to continue playing in order to put balls into the first ball entry opening 64 based on the displayed content of the reserved symbols. As shown in Figure 6(b), in this control example, the number of reserved symbols corresponding to the number of reserved balls for each special symbol is displayed, and the special symbol lottery is performed using the reserved balls corresponding to the reserved symbols displayed on the lowest numbered base (the lowest numbered base is the first base hr1). In other words, the reserved symbols are displayed in the order in which they are used in the special symbol lottery, but this is not limited to this. For example, the reserved symbols may be displayed in the order in which the reserved balls are acquired, and consumption order information indicating the order in which they will be used in the special symbol lottery may be attached to each reserved symbol. By configuring it in this way, it is possible to inform the player in an easy-to-understand manner which reserved symbol corresponds to which reserved ball acquired at what timing. Also, in this control example, as shown in Figure 6(b), a maximum of 8 reserved symbols can be displayed side by side, but this is not limited to this. The display area for special symbol 1 reserved symbols and the display area for special symbol 2 reserved symbols may be separated and displayed. In this case, for example, if a game state is set where it is difficult to acquire a Special Symbol 2 reserve (normal state), the display area for the Special Symbol 1 reserve symbol may be made more prominent than the display area for the Special Symbol 2 reserve symbol. Conversely, if a game state is set where it is easy to acquire a Special Symbol 2 reserve (probability change state, time reduction state), the display area for the Special Symbol 2 reserve symbol may be made more prominent than the display area for the Special Symbol 1 reserve symbol.
[0030] In this first control example, as explained with reference to Figure 2, the game board 13 of the pachinko machine 10 is configured symmetrically, and the same game results are given whether the player plays to the right or to the left. Therefore, it is not displayed. However, for example, if the pachinko machine 10 is configured so that, depending on the set game state, it is possible to set cases where playing to the right is more advantageous than playing to the left, and cases where playing to the left is more advantageous than playing to the right, then the display screen of the third symbol display device 81 may be configured to display a guidance display to guide the player in the direction to launch the ball (game direction). By configuring it in this way, the player can easily understand which area of the game board to launch the ball towards simply by looking at the guidance display displayed in the guidance display area, thus providing a game machine that is easy for the player to understand. As shown in Figure 8(a), the reserved symbols displayed on the display surface of the third symbol display device 81 in the normal state are configured to display in a variable manner so as to show the result of the pre-reading process described later. In other words, the reserved symbols displayed on the display surface of the third symbol display device 81 display information corresponding to the number of special reserved symbols acquired and information regarding acquired winning information (various counter values), and are therefore another form of display that shows information regarding multiple types of prize balls acquired based on the entry of game balls into the ball entry means (total number of prize balls).
[0031] To explain in more detail, the guidance display area should be configured to display a "Right-Handed Play" display to guide the player to play right-handed, and a "Left-Handed Play" display to guide the player to play left-handed. The "Right-Handed Play" display should be displayed during game states where right-handed play is advantageous to the player, such as during a probability variation state, a time reduction state, and a jackpot game. The "Left-Handed Play" display should be displayed for a predetermined period (for example, 10 seconds) after the right-handed play ends. Furthermore, if right-handed play is detected during a game state where left-handed play is advantageous to the player, i.e., the normal state, the "Left-Handed Play" display should also be displayed for a predetermined period (for example, 10 seconds). In addition, the display surface of the third symbol display device 81, as described in each of the control examples above, may be configured to display as appropriate.
[0032] <Regarding the presentation content of the first control example> Next, referring to Figures 7 to 15, we will explain the characteristic effects among the various effects performed on the display surface of the third symbol display device 81 of the pachinko machine 10 in this first control example. First, referring to Figure 7(a), we will explain the display screen when a reach is established during the normal state. Figure 7(a) is a schematic diagram showing an example of a display screen that is shown when a reach is achieved during normal time (normal state). In this control example, the variable third symbols are displayed in the order of upper symbol row Z1 and lower symbol row Z3, and a reach is achieved when upper symbol row Z1 and lower symbol row Z3 are displayed as part of a combination of third symbols indicating a jackpot in any of the effective lines L1 to L5 (see Figure 6(a)). The effective line in which upper symbol row Z1 and lower symbol row Z3 are displayed as part of a combination of third symbols indicating a jackpot is designated as the reach effective line, and the middle symbol row Z2 is displayed variablely. Then, once a reach is achieved, the middle symbol row Z2 is configured to change and display each identification information (third symbol) at a slow speed that is visible to the player (a speed of approximately 0.5 seconds for each main symbol (third symbol that imitates a number) to change). As mentioned above, in this control example, the middle symbol row has 10 main symbols (one main symbol each with the numbers "1" to "3" and "5" to "9", and two main symbols with the number "4"), so when the middle symbol row Z2 is changing and displayed at a slow speed, the time required to complete one rotation is 5 seconds (0.5 x 10). Then, the middle symbol row Z2, which is changing and displayed at a slow speed, stops and is displayed as is. Alternatively, it is configured to change to a different presentation mode (reach mode) based on the fulfillment of specific transition conditions. Furthermore, in this control example, as shown in Figure 7(a), regardless of which third symbol (in Figure 7(a), the identification information resembling the number "9" (the third symbol resembling a crab)) is used to enter a reach state, the system is configured to perform slow-speed fluctuations in the middle symbol row Z2 (see Figure 6(a)) that is displayed while the reach is in progress, so that the identification information resembling the number "1" (the third symbol resembling an octopus) becomes visible first.
[0033] In addition, in this control example, the performance mode of the reel spinning animation is configured to change according to the reel spinning pattern of the middle symbol row Z2 after the reach state is reached. For example, it is configured to change to a different performance mode (reach mode) when the middle symbol row Z2 completes one rotation after the reach state is reached (5 seconds after the slow reel spinning display is executed) or when it completes two rotations (10 seconds after the slow reel spinning display is executed). Therefore, as in this control example, by standardizing the identification information of the middle symbol row Z2 that becomes visible first after the reach state is reached, it is possible to make it easier for the player to understand when the performance mode (reach mode) will change.
[0034] In this control example, the timing for changing to a different presentation mode (reach mode) is set to the timing when the middle symbol column Z2 completes one or two rotations after entering a reach state. However, it is not limited to this. For example, the system may be configured to change to a different presentation mode (reach mode) at the timing when identification information indicating a winning combination (identical information identical to the identification information that has stopped in reach state) passes the reach valid line, or at the timing when identification information that is one position away from the identification information indicating a winning combination passes the reach valid line. By configuring the system to change to a different presentation mode (reach mode) based on the passage of specific identification information corresponding to the type of identification information that has stopped in reach state to the reach valid line, it is possible to establish a relationship between the timing when the middle symbol column Z2 stops and displays a winning combination and the timing when the system changes to a different presentation mode (reach mode) for the player. Specifically, if the system is configured to change to a different presentation pattern (reach pattern) at the timing when the identification information that indicates a winning combination (identical information that is the same as the identification information that is stopped in reach mode) passes the reach valid line after the system has entered reach mode, the timing at which the middle symbol row Z2 stops displaying with a winning combination can be made to overlap with the timing at which the system changes to a different presentation pattern (reach pattern). Therefore, as the identification information that indicates a winning combination (identical information that is the same as the identification information that is stopped in reach mode) approaches the reach valid line, the system can be configured to perform an presentation that suggests a pseudo-consecutive win or a chance win, rather than a big win, when the system develops into a further presentation (pseudo-consecutive win) or when the result of the next special symbol lottery is a win (chance symbol). In this case, the effects that suggest a pseudo-consecutive win or a chance combination are effects that suggest that if a combination other than one indicating a jackpot is displayed, the player will be given a favorable bonus as a value that is advantageous to them.
[0035] In this control example, as described above, the middle symbol row Z2 is configured to display slowly so that a specific identification state (a third symbol resembling the number "1") is the first to be visible, regardless of which third symbol is used to enter a reach state. Therefore, for example, if the combination of third symbols that are ultimately stopped and displayed is shifted by one type from the combination of third symbols that results in a jackpot (a reach that misses by one frame) (in the case where the final stop display pattern is predetermined), a new problem arises: the period from entering a reach state until all third symbols are stopped and displayed (until the final stop display pattern is displayed) will differ depending on the type of third symbol that enters the reach state. Specifically, when the third symbol, which resembles the number "1", enters a near-miss state, the middle symbol row Z2 will display the third symbol, which resembles the number "1", as a specific symbol with slow fluctuations. Therefore, in order for the middle symbol row Z2 to stop displaying a near-miss by one frame as the final stop display, it will take 5.5 seconds (1st rotation) and 10.5 seconds (2nd rotation) from the time the near-miss state is entered. When the third symbol, which resembles the number "6", enters a near-miss state, the middle symbol row Z2 will display the third symbol, which resembles the number "1", as a specific symbol with slow fluctuations. Therefore, in order for the middle symbol row Z2 to stop displaying a near-miss by one frame as the final stop display, it will take 8 seconds (1st rotation) and 13 seconds (2nd rotation) from the time the near-miss state is entered. Therefore, in a variation pattern where the same variation time is set, in order to establish a reach state with different types of third symbols, it was necessary to execute a process that calculated the timing of the reach state from the timing of the third symbol's stop display. In other words, there was a problem in that the reach effect was reduced because the period from the start of variation to the start of the reach state was varied depending on the type of third symbol that was in the reach state, resulting in an inconsistent reach effect.
[0036] In contrast, in this control example, when a special symbol lottery is performed, the main control device 110 determines by lottery the variation time of the first symbol to indicate the result of the special symbol lottery, and notifies the sound lamp control device 113 of the determined variation time by a variation pattern command. The sound lamp control device 113 then selects a variation display animation for an animation period that matches the variation time notified by the variation pattern command, which is a condition for changing another symbol, i.e., the period during which the animation can be performed, and executes the variation display animation for the third symbol in synchronization with the variation display of the first symbol, which is performed in a dynamic manner in which the result of the special symbol lottery (animation result) cannot be grasped. Here, when a variation pattern command is received, first the animation mode is determined by processing that does not depend on the state of set elements such as volume level and light intensity level, which can be set (adjusted) by the player, and then the final output variation display mode is determined by processing that reflects the state of the set elements. The variation pattern command output from the main control device 110 consists of a basic time command indicating the basic variation time and an added time command indicating the added variation time. The type of third symbol that enters a reach state is varied based on the length of the variation time included in the added time command. More specifically, if a variation pattern with a variation time of 30 seconds is determined, a command corresponding to 30 seconds is notified as the basic time command, and a command corresponding to 0 seconds is notified as the added time. On the other hand, if a variation pattern with a variation time of 37 seconds is determined, a command corresponding to 30 seconds is notified as the basic time command, and a command corresponding to 7 seconds is notified as the added time. In other words, the content of the added time command notification allows the audio lamp control device 113 to identify that the variation type is 7 seconds longer than the basic time. As a result, the type of third symbol that enters a reach state can be set simply by checking the content of the added time command.
[0037] Next, referring to Figures 7(b) to 10, we will explain the performance content related to the second special symbol variation (lottery) that is executed when the normal state is set. First, referring to Figure 7(b), we will explain the display content of the third symbol display device 81 during the execution of a winning normal symbol variation in the normal state. Figure 7(b) is a schematic diagram that schematically shows an example of the display content that is displayed during the execution of a winning normal symbol variation in the normal state. As shown in Figure 7(b), when a normal symbol variation is executed, a variation display pattern (shown as an arrow in the figure) indicating that a normal symbol variation is being executed is displayed in the small display area Dm2. Then, a small display area Dm3 is formed on the lower right side of the main display area Dm, and an icon resembling the second ball entry opening 640, which includes the electric mechanism 640a that is opened during a normal symbol winning game, is displayed within it, and a highlighting display (shown as six lines in the figure) is executed to inform the player that the small display area Dm3 has been formed. Furthermore, in the situation shown in Figure 7(b), a winning regular symbol variation is in progress, so the icon displayed in the small display area Dm3 is a display that mimics the second ball entry opening 640, including the closed electric mechanism 640a. By configuring it in this way, the player can be made to anticipate that a regular symbol winning game will soon be played, thereby enhancing the enjoyment of the game.
[0038] In Figure 7(b), an example was given showing the execution of a winning regular symbol variation. However, the system is configured to execute a false alarm effect (a small display area Dm3) during a portion of the execution of a losing regular symbol variation (for example, with a probability of 1 / 100 in losing variations), where an icon resembling the second ball entry opening 640, including the electric mechanism 640a, is formed. In this case, the system is configured so that the small display area Dm3 disappears before the execution of the regular symbol variation (losing variation) is displayed as a stop. With this configuration, even if a winning result is not obtained in the regular symbol lottery, the system will execute a display that forms the small display area Dm3, allowing the player to play while expecting a winning regular symbol game to be executed. Furthermore, Figure 7(b) illustrates an effect that suggests the start of a normal winning game by displaying an icon resembling the second ball entry port 640, including the electric mechanism 640a, in the small display area Dm3. However, the system is not limited to this, and for example, a comment suggesting the start of a normal winning game may be displayed in the sub-display area Ds or a part of the main display area Dm. Alternatively, the system may be configured to suggest the start of a normal winning game using the display mode of the third symbol variation display that is currently running in the main display area Dm. In this case, the effect suggesting that a normal winning game will be executed will only be performed when both the normal symbol variation and the special symbol variation are being executed. For example, for a player who passes a ball through the normal symbol start port (through gate) 67, which is easier to enter than the first ball entry port 64 that triggers the special symbol lottery, and is only performing the normal symbol lottery, the result of the normal symbol lottery will not be suggested in advance. Therefore, a special bonus (the execution of an effect that hints in advance at the result of the regular symbol draw) can be granted to a player who is playing a normal game in which both special symbol variations and regular symbol variations are executed. Similarly, the effect using the small display area Dm3 used in this control example may be set to be executed under the conditions that a special symbol variation is being executed, or that a game in which balls are launched is being continuously played.
[0039] In addition, the system may be configured to vary the expected value of the suggestive animation indicating the start of a regular symbol win game depending on the type of game being played. For example, if the game is being played normally, when the suggestive animation indicating the start of a regular symbol win game is performed, a regular symbol win game will be performed almost 100% of the time. However, if the game is being played in a way that only performs regular symbol draws without performing special symbol draws (stop-and-go gameplay), i.e., if the game is not being played normally, even if the suggestive animation indicating the start of a regular symbol win game is performed, a regular symbol win game will only be performed about 10% of the time. By configuring the system in this way, it becomes more difficult for players performing stop-and-go gameplay to grasp the timing of the start of a regular symbol win game based on the suggestive animation performed, and penalties can be imposed. As will be described in more detail later, in this control example, up to four regular symbol draw rights can be held, and when a new draw right (regular symbol hold) is acquired, the result of the regular symbol draw using the acquired draw right can be determined in advance. Furthermore, the system is configured to output a command (information) indicating the result of the prior determination to the audio lamp control device 113. Therefore, an indication performance suggesting the execution of a regular symbol win game can be performed at a stage prior to the execution of a regular symbol variation that has been determined to be a win, that is, from the stage when a regular symbol reserve that has been determined to be a win as a prior determination result has been acquired, suggesting that a regular symbol win game will soon be executed. In this case, it is preferable to configure the system to execute the indication performance in a manner that is less obvious to the player than the indication performance shown in Figure 7(b). For example, the system may be configured to execute the indication performance in the same manner as an indication performance that suggests the result of the special symbol lottery corresponding to the special symbol variation that is currently being executed, or the result of the prior determination for the acquired special symbol reserve, and the executed indication performance may be configured to inform the player only that a favorable situation will soon be coming to the player.
[0040] In this way, the greater the discrepancy between the timing of the actual execution of a regular symbol win and the timing of the suggestive animation, the more difficult it is for the player to understand the presentation of the suggestive animation that indicates a regular symbol win, and consequently, the more difficult it is for the player to understand that the suggestive animation is for a regular symbol win, thereby improving the enjoyment of the game when the suggestive animation is executed. Next, with reference to Figure 8(a), the content of the animation when a regular symbol win (long-opening win) is executed during the normal state will be explained. Figure 8(a) is a schematic diagram illustrating an example of the content of the animation displayed when a regular symbol win (long-opening win) is executed during normal time (normal state). In this control example, during the normal state, when a low probability state for regular symbols is set, the probability of winning a win in the regular symbol lottery is designed to be 1 / 100, and the variation time of the regular symbol variation executed in the low probability state for regular symbols is designed to be 10 seconds. As described above with reference to Figure 4, in both the case of right-handed and left-handed play, approximately half of the launched balls pass through the normal symbol starting gate (through gate) 67. Furthermore, the machine is configured to store up to four normal symbol lottery rights (normal symbol reserves). In other words, as long as the game continues in the normal state, the normal symbol lottery is continuously performed, and the machine is configured to win a normal symbol prize at a rate of approximately once every 1000 seconds. In addition, if a normal symbol prize is won in the normal state, the machine is configured to perform a normal symbol prize game (long opening prize) in which the electric mechanism 640a is opened for 5 seconds. Also, as shown in Figure 4, since the electric mechanism 640a is located below the first ball entry opening 64, the machine is configured so that simply by continuing to play while aiming for the first ball entry opening 64, the launched balls can enter the second ball entry opening 640. Therefore, this prevents situations where, during a low-probability state for normal symbols, which occur at a low probability, the player is unable to get the ball into the second ball entry slot 640 during a normal symbol win.
[0041] In the normal state, if a win is achieved through the regular symbol lottery, as shown in Figure 8(a), the identification information (symbols) will stop displaying in the small display area Dm2 with a combination (two circles in the figure) indicating that the result of the regular symbol lottery is a win, and the regular symbol win game will be executed. Then, the comment "Aim for the electric tuner" will be displayed above the main display area Dm, and an icon resembling the open electric tuner (the second ball entry opening 640 including the electric mechanism 640a) will be displayed in the small display area Dm3. Note that the regular symbol lottery and the special symbol lottery are configured to be executed in parallel (overlapping), so the display of the third symbol variation, which is executed in response to the special symbol variation, and the display of the fourth symbol variation, which is executed in the small display area Dm1, will continue to be executed even during the regular symbol win game. Furthermore, in the standby area Ds1b of the sub-display area Ds, the Special Symbol 2 Reserved Ball (shown as a black circle in the figure), which indicates the number of reserved Special Symbols (Special Symbol 2 Reserved Balls) acquired based on a ball entering the second ball entry port 640, is displayed with priority (on the left side of the standby area Ds1b) over the Special Symbol 1 Reserved Ball (shown as a white circle in the figure), which indicates the number of reserved Special Symbols (Special Symbol 1 Reserved Balls) acquired for the first special symbol. In other words, the state shown in Figure 8(a) is the state after four or more balls have entered the second ball entry port 640 during a normal winning game, and after acquiring the maximum number of Special Symbol 2 Reserved Balls, which is four. In this control example, the system is configured to prioritize the lottery for the second special symbol over the lottery for the first special symbol, so the Special Symbol lottery is executed with priority for the Special Symbol 2 Reserved Balls acquired later than for the Special Symbol 1 Reserved Balls acquired earlier. By configuring the game in this way, when a regular symbol win occurs during normal gameplay and multiple special symbol 2 reserved balls are acquired, it becomes possible to prioritize and continuously execute the second special symbol lottery. This allows for the execution of a special effect during the period in which the second special symbol lottery is performed, creating a favorable period (chance zone) for the player, and providing an easy-to-understand effect for the player.
[0042] In this control example, the standby area Ds1b is configured to display the acquired Special Symbol 1 reserved balls and Special Symbol 2 reserved balls side by side (up to 8 displayed). However, if, for example, a Special Symbol 1 reserved ball display area that displays only Special Symbol 1 reserved balls and a Special Symbol 2 reserved ball display area that displays only Special Symbol 2 reserved balls are used, then, if the reserved balls for the second special symbol, which are given priority in the special symbol lottery, have not been acquired, the Special Symbol 1 reserved ball display area should be made more prominent than the Special Symbol 2 reserved ball display area. When the reserved balls for the second special symbol are acquired, the display should be switched so that the Special Symbol 2 reserved ball display area is more prominent than the Special Symbol 1 reserved ball display area. By configuring it in this way, the player can be easily informed whether the lottery for the first special symbol or the second special symbol will be performed next. The display screen shown in Figure 8(a) is configured to remain displayed until either the end of a normal win game in normal mode, or the start of a second special symbol variation in normal mode. In other words, even during a normal win game, if a second special symbol variation begins, the chance zone effect described later will be executed, as shown in Figure 8(b). On the other hand, if the second special symbol variation does not start even after the end of a normal win game, for example, if a normal win game (5 seconds) is executed while a first special symbol variation with a long variation time (e.g., 60 seconds) is being executed, the words "Waiting for Chance Zone" will be displayed above the main display area Dm, and a waiting screen will be displayed to inform the player that the second special symbol variation will start when the currently executing first special symbol variation ends.
[0043] In this control example, as shown in Figure 8(a), when a regular symbol win game is played during a first special symbol variation, the third symbol variation animation (shown by three arrows in the figure), which is performed in the main display area Dm in response to the ongoing first special symbol variation, is continuously displayed, while a small display area Dm3 (formed in the lower right of the figure) indicates that a regular symbol win game is in progress. In this case, it is preferable to configure the display area used to indicate that a regular symbol win game has been played based on the lottery result of the ongoing first special symbol variation to be variable in size. For example, if the ongoing first special symbol variation results in a jackpot, the small display area Dm3 can be made smaller than the example shown in Figure 8(a), or it can be configured not to form a small display area Dm3 at all. By configuring it in this way, it is possible to suppress the decrease in visibility of the third symbol variation animation indicating a jackpot win that would otherwise occur due to the formation of the small display area Dm3. Furthermore, if a regular win game is started without the small display area Dm3 being formed, the player can be notified that the special symbol variation in progress (first special symbol variation) is a jackpot variation. Therefore, even if the small display area Dm3 does not notify the player that a regular win game has been performed, the player can be made to pay close attention to the operation status of the electric mechanism 640a. When using such a configuration, it is preferable to configure it so that even in some cases where the special symbol variation in progress is not a jackpot variation (it is a losing variation), the same presentation as a jackpot variation is performed. On the other hand, if the special symbol variation in progress (first special symbol variation) is a losing variation, or if no special symbol variation is performed, the small display area Dm3 may be made larger than the example shown in Figure 8(a), or the entire main display area Dm may be used to display that a regular win game has been performed.
[0044] In other words, when it is necessary to display multiple pieces of information (such as lottery results and winning game status) overlapping within the limited display area of the third symbol display device 81, it is sufficient to configure the system so that information advantageous to the player is displayed preferentially, and various display modes can be used based on this technical concept. In this case, the information that is advantageous may differ from player to player. For example, some players may consider information indicating a jackpot win in a special symbol lottery as advantageous information, while others may consider a less frequently appearing animation as more advantageous than the result of a special symbol lottery. Therefore, it is preferable to provide an operating means that can be operated by the player, and an advantage degree selection means that allows the player to arbitrarily select the degree of advantage of various pieces of information displayed on the display surface of the third symbol display device 81 based on the operation of the operating means, and to configure the system to set a display mode corresponding to the various pieces of information displayed on the display surface of the third symbol display device 81 based on the degree of advantage selected by the advantage degree selection means. This makes it possible to display various pieces of information in a display mode that is less likely to cause discomfort to the player. Next, the details of the effects during the chance zone, in which the second special symbol lottery (variation) is performed during the normal state, will be explained with reference to Figures 8(b) to 10. Figure 8(b) is a schematic diagram illustrating an example of the effects performed when the chance zone is set. As shown in Figure 8(b), when the second special symbol lottery (variation) is performed during the normal state, the comment "Chance Zone Entry" is displayed above the main display area Dm. This chance zone is a favorable period set until all the special symbol 2 reserves acquired during the normal state are consumed, and is basically configured to be displayed on the display surface of the third symbol display device 81 from the start of the first second special symbol lottery (variation) until the end of the last second special symbol lottery (variation). This makes it easy to inform the player that they are currently in a favorable period.
[0045] Furthermore, in the sub-display area Ds, the words "High Probability of Getting a Probability Change" are displayed as a guide to indicate that if a jackpot is won during the chance zone, the probability of obtaining a probability change state is high. As will be explained in detail later, in the pachinko machine 10 in this control example, the probability of winning a jackpot is the same for the first special symbol lottery and the second special symbol lottery, but the probability of setting a probability change state after the jackpot game ends is higher when winning a jackpot with the second special symbol lottery than when winning a jackpot with the first special symbol lottery.Therefore, during the normal state in which the first special symbol lottery is mainly performed, the period of the chance zone in which the second special symbol lottery is performed is a period in which it is easier to win a jackpot that results in a probability change state than during the period other than the chance zone in the normal state.As shown in Figure 8(b), the words "High Probability of Getting a Probability Change" are displayed as a guide to indicate that the probability of obtaining a probability change state is high.
[0046] As will be explained in more detail later, during this chance zone, a pseudo-variation effect is executed that makes it appear as if multiple special symbol variations have occurred during a single special symbol variation (second special symbol variation). Therefore, the display showing the number of reserved special symbols that was displayed in the sub-display area Ds (see Figure 8(a)) is hidden, and the number of reserved special symbol 1 (shown as "2" in the figure, indicating that there are 2 reserved special symbol 1 symbols) is displayed in the small display area Ds11 formed on the upper right side of the main display area Dm, and the number of reserved special symbol 2 (shown as "3" in the figure, indicating that there are 3 reserved special symbol 2 symbols) is displayed in the small display area Ds12. In other words, in this first control example, when a special symbol is acquired during the normal state, the reserved symbol (see Figure 8(a)) is immediately displayed, and during the chance zone, the reserved symbol is not displayed, and only the number of reserved symbols is displayed in the small display area Ds11 or small display area Ds12. Furthermore, if the system transitions to the normal state while the number of reserved balls is displayed in the small display area Ds11 or Ds12, the system is configured to display the reserved ball symbol corresponding to the number of reserved balls displayed in the small display area Ds11 or Ds12. In other words, the number of reserved balls displayed in the small display area Ds11 or Ds12 serves as a form of advance notification that the display of reserved ball symbols will be executed after the prohibition period is lifted, during a period when the display of reserved ball symbols is prohibited. Therefore, the process of displaying the reserved ball symbol for the reserved memory of acquired special symbols (special symbol reserved) in this first control example is another form of the process that immediately notifies the number of prize balls acquired during a minor win game, and notifies the number of prize balls acquired during a pseudo-minor win performance after the pseudo-minor win performance has ended.
[0047] As shown in Figure 8(b), the display patterns shown in the small display areas Ds11 and Ds12 are configured to be less visible to the player than the display patterns shown in the standby area Ds1b of the sub-display area Ds (see Figure 8(a)), making it difficult for the player to grasp the number of special symbols held during the chance zone. Therefore, when a pseudo-variation effect is executed during the chance zone, it is possible to make the player think that multiple special symbol draws (variations) have actually been performed, thereby enhancing the effect of the effect. In this control example, the number of special symbols held is displayed using a part of the main display area Dm (small display areas Ds11 and Ds12), but it is not limited to this, and the number of special symbols held may not be notified to the player during the chance zone, or the number of special symbols held may be notified in an area other than the display surface of the third symbol display device 81 (for example, an LED provided on the variable display device unit 80). Furthermore, the system should be configured to make it difficult for players to identify the number of special symbol reserves. For example, the display could be switched from a display using numbers that allow players to easily identify the number of special symbol reserves to a display that changes color according to each number of special symbol reserves. In this configuration, even if players can easily grasp the display method for indicating the number of special symbol reserves, it is possible to suppress the easy identification of the current number of special symbol reserves, thus achieving the same effect as in this control example. Note that in this first control example, the display methods shown in the small display areas Ds11 and Ds12 only show the number of special symbol reserves that have been acquired, and do not display information regarding winning information included in the acquired special symbol reserves. In other words, the display modes shown in the small display areas Ds11 and Ds12 in this first control example correspond to some of the information acquired when a game ball enters the first ball entry port 64 or the second ball entry port 640 during the period when the probability variation state is set. Therefore, it is an alternative form of the display mode for the number of prize balls displayed during a jackpot game (during the advantageous game period).
[0048] Furthermore, as shown in Figure 8(b), a rabbit-shaped character 1801 is displayed in the lower right corner of the main display area Dm to indicate that the second special symbol is currently changing. As mentioned above, the special symbol lottery (changing) and the regular symbol lottery (changing) are executed in parallel (overlapping), so the period during which a regular symbol win game is being played may or may not overlap with the period during which the first special symbol is changing (see Figure 8(a)). If a regular symbol win game is being played while the first special symbol is changing, the second special symbol lottery is executed after the ongoing first special symbol changing has finished. If the game does not overlap with the first special symbol changing period, the second special symbol lottery is executed immediately after the ball enters the second ball entry point 640 during a regular symbol win game (while the regular symbol win game is being played). In other words, the timing of the second special symbol lottery will differ depending on the fluctuation status of the first special symbol when a regular winning game is played, which creates a problem where it becomes difficult for the player to accurately determine whether the special symbol fluctuation currently being performed is the first special symbol fluctuation or the second special symbol fluctuation. In response to this, in this control example, when the second special symbol fluctuation is performed, character 1801 is displayed in the main display area Dm, so that the player can be easily informed whether the special symbol fluctuation currently being performed is the first special symbol fluctuation or the second special symbol fluctuation. Next, referring to Figures 9 and 10, the content of the pseudo-fluctuation effect (special fluctuation effect) among the fluctuation effects performed during the chance zone will be explained. Figure 9(a) is a schematic diagram illustrating an example of the display screen when the third symbol temporarily stops during a special variation performance; Figure 9(b) is a schematic diagram illustrating an example of the display screen when the third symbol restarts during a special variation performance that is executed while a special symbol 2 reserved ball has been acquired; and Figure 10 is a schematic diagram illustrating an example of the display screen when the third symbol restarts during a special variation performance that is executed while a special symbol 2 reserved ball has not been acquired.
[0049] Here, we will explain the details of the special variation effect (pseudo variation effect). This special variation effect is a variation effect in which the third symbol is temporarily stopped (displayed as stopped) during the variation period of one second special symbol variation, and then restarted. It is a pseudo variation effect that makes the player think that multiple special symbol variations have been performed. First, the first half of the special variation effect (approximately 10 seconds) is used to perform a reach effect, and at the end of the first half, as shown in Figure 9(a), the third symbol is temporarily stopped (displayed with a wavy line in the figure) with a combination indicating a loss (displayed as "353" in the figure). At this timing, that is, at the end of the first half of the special variation effect, the word "Too bad" is displayed in the sub-display area Ds, suggesting that the result of the special symbol lottery was a loss, and the effect is designed to make the player think that the second special symbol lottery performed during the chance zone was a loss. In other words, during the first half of the special variation sequence, which is the period until a predetermined condition is met, a special first half sequence is executed in which a reach sequence that gives the expectation of winning a jackpot is stopped (temporarily stopped) with a result indicating a miss. After that, during the second half of the special variation sequence (approximately 30 seconds), which is the period after the predetermined condition is met, a variation sequence (special second half sequence) is executed in which the temporarily stopped third symbol is restarted. This special second half sequence is configured to have different presentation patterns depending on the number of special symbol 2 reserved balls acquired. For example, when special symbol 2 reserved balls are secured, the special second half sequence is executed in a presentation pattern corresponding to the second special symbol variation during the chance zone, as shown in Figure 9(b). When special symbol 2 reserved balls are not secured, the special second half sequence is executed in a presentation pattern corresponding to the first special symbol variation that is executed after the chance zone ends, as shown in Figure 10. In other words, in this control example, as a special variation effect, the type of special symbol variation to be executed after the currently running second special symbol variation ends is determined based on the number of special symbols held, and the effect of the special second half effect is set according to the effect of that determination. Therefore, it is possible to make the player feel more strongly that multiple special symbol variations were executed during a single second special symbol variation.Furthermore, the special variation effect (pseudo-variation effect) described above is configured to be executable in multiple effect patterns in which the number of times the third symbol is stopped and then restarted is set to one to four (number of restarts). The configuration is such that an effect pattern with more restarts is more likely to be determined when the result of the special symbol lottery is a jackpot rather than when the result is a miss. Specifically, based on the information regarding the result of the special symbol lottery and the information regarding the variation time included in the variation pattern command output from the main control device 110, the sound lamp control device 113 is configured to determine a variation effect pattern corresponding to the variation pattern command received, which includes information including whether or not the pseudo-variation effect is executed, that is, whether or not the pseudo-variation effect is executed, and information regarding the number of restarts if the pseudo-variation effect is executed.
[0050] Furthermore, in this control example, when the special second half performance is executed in a performance mode corresponding to the second special symbol variation during the chance zone (see Figure 9(b)), the number of times the third symbol is temporarily stopped during the second half period is configured to differ according to the number of special symbol 2 reserves already acquired. Although a detailed explanation is omitted, when the special variation performance is executed, if neither special symbol 2 reserve balls nor special symbol 1 reserve balls are secured, the system is configured to execute one variation performance (a variation performance in which the third symbol is never temporarily stopped) using the entire variation period of the second special symbol variation, without executing the temporary stop display of the third symbol shown in Figure 9(a). As a result, the above-mentioned special variation performance is executed only when the number of special symbol reserves is secured, making it more likely that multiple special symbol variations are executed during a single second special symbol variation. In addition, only when the result of the second special symbol lottery is a jackpot, the system is configured to set a performance mode in which the number of times the third symbol is temporarily stopped during the second half period differs from the number of special symbol 2 reserves already acquired. Therefore, for example, if the third symbol temporarily stops five or more times, it can give the player the expectation that the ongoing second special symbol variation has resulted in a jackpot. However, as mentioned above, in this control example, it is difficult for the player to distinguish between when the third symbol is temporarily stopped and when it is stopped, making it difficult to accurately determine the number of temporary stops. Therefore, it is possible to mix the number of temporary stops and the number of stops to make the player think that the symbol has temporarily stopped five or more times, or to mistake some of the temporary stops for stops, making the player think that the number of temporary stops has not reached five even though it has actually temporarily stopped five or more times, thus providing the player with the enjoyment of predicting the outcome of the performance.
[0051] Furthermore, other configurations may be used as the presentation mode for the special variation effect. For example, the display surface of the third symbol display device 81 may be configured to display a display mode indicating the number of times the third symbol has been temporarily stopped during one second special symbol variation, allowing the player to easily grasp the number of times it has been temporarily stopped. Alternatively, at least a part of the presentation mode of the special variation effect (for example, the background color or the effect of the third symbol) may be changed in stages according to the number of times the third symbol has been temporarily stopped during one second special symbol variation. In addition, the display mode may be configured to temporarily show the number of times the temporarily stopped third symbol has been temporarily stopped (for example, 1st time, 2nd time) at the timing when the temporarily stopped third symbol is redisplayed. As shown in Figure 10, if a special variation effect is executed when no special symbol 2 reserved balls have been secured, the words "Chance Zone Ended" are displayed in the sub-display area Ds to indicate that the chance zone has ended. The variation display of the third symbol executed in the main display area Dm is a variation display corresponding to the variation of the first special symbol (a variation display in which the third symbol moves horizontally), and this is executed as the second half of the special effect. This leads the player to believe that the chance zone has ended, and then the result of the special variation effect, i.e., the result of the lottery for the second special symbol, is displayed. Thus, an unexpected effect can be provided to the player. A detailed explanation will be given later, but in this control example, the special variation effect described above is executed in part during the variation of the second special symbol in the normal state, and in the rest, one variation effect is executed for each variation of the second special symbol. Thus, it is possible to suppress the special variation effect from being executed unnecessarily long when multiple (up to 4) special symbol 2 reserved balls are acquired in a normal winning game.
[0052] Next, with reference to Figure 11, the content of the effects performed during the jackpot ending period in this control example will be explained. Figure 11(a) is a schematic diagram illustrating an example of a display mode shown during the first half of the ending period of a normal jackpot game, Figure 11(b) is a schematic diagram illustrating an example of a display mode shown during the first half of the ending period of a probability variation jackpot game, Figure 11(c) is a schematic diagram illustrating an example of a display mode shown during the second half of the ending period of a normal jackpot game, and Figure 11(d) is a schematic diagram illustrating an example of a display mode shown during the second half of the ending period of a probability variation jackpot game. In this control example, if the jackpot game executed when a jackpot is won during the normal state is a jackpot game that is likely to set a probability variation state (a game state advantageous to the player) (probability variation jackpot game), the jackpot ending period is set to be longer than in the case of a jackpot game that is unlikely to set a probability variation state (a normal jackpot game). Specifically, the jackpot ending period is set to 17 seconds for probability variation jackpot games and to 15 seconds for normal jackpot games. This configuration allows the player to be clearly informed during the ending period (before the probability variation state is set) that the game content will change significantly via the jackpot game (transitioning from the normal state to the probability variation state). In addition, the player can be informed of the content of the game to be played after the jackpot game ends using the longer ending period. Furthermore, in this control example, as described above, even if a probability variation jackpot game is played, the probability variation state will not be set unless the ball that enters the variable prize entry device 65 flows down to a specific area (V gate) 65v (see Figure 5). Therefore, if the ball cannot be sent down to the specific area (V gate) 65v during a probability variation jackpot game, the probability variation state will not be set after the probability variation jackpot game ends, and a time-saving state (low probability state for special symbols, high probability state for normal symbols) will be set, just like in a normal jackpot game.
[0053] In this case, if a notification animation indicating that the probability variation state has been set is executed during the ending period of a probability variation jackpot game, there is a problem that the content of the notification animation and the actual game state set will differ, causing dissatisfaction among players. Furthermore, if the animation style of the notification animation executed during the ending period of a probability variation jackpot game (17 seconds) is switched to the animation style of the notification animation executed during the ending period of a normal jackpot game (15 seconds), there is a problem that the length of the actual ending period and the length of the notification animation will differ, resulting in an unnatural-sounding notification animation for players. Therefore, in this control example, the jackpot ending period is divided into an early period and a late period, and the length of the late period is set to a uniform period (7 seconds) regardless of the type of jackpot game. The animation style of the notification animation executed during the late period is then determined according to the game state set after the jackpot game ends. Specifically, as shown in Figure 11, when a normal jackpot is achieved, the notification sequence performed during the jackpot ending period displays the words "Chance Mode 100 Times" for the first half (8 seconds) to indicate that a time-saving state will be set (see Figure 11(a)). Then, for the second half (7 seconds), if a jackpot is won during the time-saving state (if a jackpot is won in the second special symbol lottery), a notification sequence is performed that displays the words "Get a Super Chance if you hit during Chance Mode" (see Figure 11(c)) as a game guidance to indicate that a probability-changing state is more likely to be set. On the other hand, when a jackpot with a high probability of winning is played, the notification sequence performed during the jackpot ending period is configured as follows: for the first half (10 seconds), the words "Super Chance Mode 100 times" are displayed to indicate that a high probability of winning has been set (see Figure 11(b)); and then for the second half (7 seconds), a notification sequence is performed that displays the words "Please be careful not to forget your card" as a warning that is not directly related to the gameplay (see Figure 11(d)).
[0054] In this control example, the presentation style of the notification effect executed during the jackpot ending period described above is configured to be set in advance at the timing when the jackpot game is executed. This eliminates the need to execute the process to determine the presentation style of the notification effect each time during the jackpot game, which involves various control processes, thereby reducing the processing load of the control processes executed during the jackpot game. Now, let's explain the case where a probability variation jackpot game is executed, but the ball could not be made to flow down into the specific area (V gate) 65v during the jackpot game. In this case, the following processes are executed: one to hide the word "Super" from the display style shown in Figure 11(b), and another to switch the notification effect executed during the latter half of the jackpot ending period (7 seconds) to the notification effect executed during the latter half of the normal jackpot game ending period (7 seconds) (see Figure 11(c)). More specifically, as shown in Figure 11(a), the display layer (display image) that displays the word "Super" and the display layer (display image) that displays the words "Chance Mode 100 Times" are different, and the display instruction for the display layer (display image) that displays the word "Super" can be switched based on the result of determining whether or not the ball was able to flow down to a specific gate during a jackpot game. This makes it possible to execute a notification effect corresponding to the result of determining whether or not the ball was able to flow down to a specific gate during a jackpot game with simple control processing. Furthermore, since the effect mode is set to switch during the latter half of the jackpot ending period, which is set to the same length, the effect mode of the notification effect can be switched without causing any discomfort to the player.
[0055] In this control example, the length of the jackpot ending period differs depending on the type of jackpot, but this is not limited to this, and the length of the jackpot ending period may be unified for all types of jackpots. Also, in this control example, the latter half of the jackpot ending period is set to be the same length for all types of jackpots, but this is not limited to this, and the first half of the jackpot ending period may be configured to be the same length for all types of jackpots. Furthermore, if there are three or more types of jackpots, it is not necessary to set the same period for all of them, for example, the first half of the jackpot may be the same length for jackpot type A and jackpot type B, and the latter half of the jackpot may be the same length for jackpot type B and jackpot type C. Also, in this control example, different lengths of ending periods are set depending on the type of jackpot won, but this is not limited to this, and the length of the ending period may be set to differ depending on the game results during the jackpot game. Next, the content of the effects performed during chance mode will be explained with reference to Figures 12 to 14. In this control example, the pachinko machine 10 is configured so that after a jackpot game ends, a high probability state for regular symbols is set for 100 rounds. Furthermore, if a ball passes through a specific area (V gate) 65v during a jackpot game, the machine is configured so that after a jackpot game ends, a high probability state for special symbols is set for 50 rounds. As will be explained in more detail later, the machine is configured to either execute a V notification effect that indicates when a ball has passed through a specific area (V gate) 65v during a jackpot game, or to not execute a V notification effect that indicates the changed state of the game machine.
[0056] Furthermore, if a V notification is performed during a jackpot game, a special chance mode is set to inform the player that a probability variation state (high probability state for special symbols, high probability state for normal symbols) has been set after the jackpot game ends. If a V notification is not performed during a jackpot game, that is, if the ball does not pass through a specific area (V gate) 65v during the jackpot game, or if the ball passes through a specific area (V gate) 65v but the V notification is not performed, a chance mode is set to make it difficult for the player to determine whether or not a probability variation state has been set after the jackpot game ends. When the chance mode is set as the chance mode, the words "In Chance Mode" are displayed above the main display area Dm, and a remaining period notification is displayed in the small display area Ds2 of the sub-display area Ds to indicate the period until the high probability state for normal symbols ends (see Figure 12(a)). The example shown in Figure 12(a) shows a state where the 20th special symbol variation has been performed since the chance mode was set. As a remaining period notification method, the number "80" is displayed, which is a display method composed of multiple numbers, to indicate that the chance mode will end when the special symbol variation is performed 80 more times. In this way, when the chance mode is set as the performance mode, it is difficult for the player to grasp from the various display methods displayed on the display surface of the third symbol display device 81 whether the current game state is a probability variation state or a time reduction state. Therefore, the player can play the game while expecting that the current game state is a game state that is advantageous to the player (probability variation state).
[0057] Furthermore, if the V notification animation is not performed during a jackpot game, the system is configured to allow the setting of Chance Mode as the performance mode even if a probability variation state is set after the jackpot game ends. This prevents situations where players are confused because Chance Mode is set after the jackpot game ends, even though the system notifies that the ball has passed through a specific area (V gate) 65v during the jackpot game, i.e., that a probability variation state will be set after the jackpot game ends. In addition, if the V notification animation is performed to notify that the ball has passed through a specific area (V gate) 65v during the jackpot game, Super Chance Mode is set as the performance mode to indicate that a probability variation state is set after the jackpot game ends, allowing players to play with peace of mind. In this control example, if the ball passes through a specific area (V gate) 65v during a jackpot game but the V notification effect is not executed, the system is configured to set the Chance Mode as the effect mode after the jackpot game ends. However, the system is not limited to this, and in some cases where the ball passes through a specific area (V gate) 65v during a jackpot game but the V notification effect is not executed, the system may be configured to set the Super Chance Mode. In this case, for example, at the end of a jackpot game (after it becomes impossible (difficult) to pass the ball through a specific area (V gate) 65v during the current jackpot game), it is possible to configure the system to display a display indicating that a probability variation state is set during the ending period of the jackpot game (Figures 11(b) and 11(d)), and to configure the system to set the Super Chance mode as the performance mode after the jackpot game ends.
[0058] This configuration allows for the possibility of setting Super Chance Mode even if the V notification animation is not executed during a jackpot game, thus keeping the player excited until the jackpot game ends. As explained above, in this control example, if Chance Mode is set as the animation mode after the jackpot game ends, the game state will either be shortened time or in a probability variation state. In either game state, the remaining period during which the high probability state for normal symbols continues will be displayed. In other words, the game machine is configured to allow setting two advantageous game states that are more favorable to the player than the normal state, as game states set after the end of a jackpot game: a first advantageous game state (probability variation state) and a second advantageous game state (time reduction state). The first advantageous game state is configured to last for a predetermined first period (the period from the end of a jackpot game until 50 special symbol variations are performed), and the second advantageous game state is configured to last for a second period that is longer than the first period (the period from the end of a jackpot game until 100 special symbol variations are performed). After the first advantageous game state is set after the end of a jackpot game, if the first period has elapsed, the second advantageous game state is configured to remain set until the second period has elapsed, and the normal state is set when the second period has elapsed. In this game machine, regardless of whether the probability variation state is set after the end of a jackpot game, the machine is configured to be able to display a remaining period notification to show the remaining period until the advantageous game state ends (second period). This configuration makes it possible to clearly inform the player of the period during which a favorable game state, which is more advantageous to the player than the normal state, will continue. Furthermore, in this control example, when the remaining period of the second period (remaining period of chance mode) is set, a game state indication effect is made possible using the notification mode (display mode) of the remaining period notification to suggest to the player whether the current game state is a probability variation state or a time reduction state.
[0059] Here, referring to Figure 12(b), we will explain the content of the game state indication effect that is performed during Chance Mode. Figure 12(b) is a schematic diagram illustrating an example of the display content of the game state indication effect that is performed during Chance Mode. As shown in Figure 12(b), when Chance Mode is set while a probability variation state is set, and a predetermined notification condition is met, a game state indication effect (displayed in white outline in Figure 12(b)) is performed in which the display mode of the remaining period notification displayed in the small display area Ds2 is changed. Note that this configuration is another form of configuration in which a different effect mode than usual is displayed when a predetermined condition is met. Furthermore, the comment "Increased chance of winning a jackpot" is displayed in the small display area Ds1 of the sub-display area Ds. With this configuration, it is possible to inform the player of the period until the advantageous game state ends, while also providing the enjoyment of letting the player predict which of the advantageous game states is set. Although a detailed explanation will be omitted, in this control example, the same display mode as shown in Figure 12(b) is configured to be displayed when the special symbol variation currently being executed is a jackpot variation, or when the acquired special symbol 2 reserved balls contain information indicating a jackpot win, and within the period in Chance Mode during which a probability variation state can be set (the period from the end of a jackpot game until 50 special symbol variations are executed). By configuring it in this way, during Chance Mode, which indicates a period during which a favorable game state advantageous to the player continues, various information that is more advantageous to the player (information indicating that a probability variation state is set, information regarding a jackpot win) can be displayed using the same display mode, thus providing an easy-to-understand presentation for the player. Furthermore, even if a time-saving state is actually set, the display mode that is more likely to be displayed when a probability variation state is set based on a jackpot win can be displayed, so the player can be made to believe that a probability variation state is set at a higher rate than the design value, which has the effect of increasing the player's motivation to play.
[0060] Furthermore, the system may be configured to execute the effects during chance mode using a different technical concept than that of the control example described above. For example, when chance mode is set during a probability variation state, and a jackpot is won, or when information indicating a jackpot is included in the acquired special symbol 2 reserved balls, the system may be configured to execute an indicative effect to suggest that the currently set game state is a time-saving state (for example, an effect that displays the remaining time notification in a different display mode than in Figures 12(a) and (b) (a display mode that uses Chinese numerals)). This makes the player think that they won a jackpot during a time-saving state, which is less advantageous to the player than a probability variation state, while in an advantageous game state, thereby increasing the player's motivation to play. In addition, the proportion of times the probability variation state is set in the game history can be made to appear lower than it actually is, allowing the player to play with a greater expectation that the probability variation state will be set in the next jackpot game. As explained above with reference to Figures 12(a) and (b), in this first control example, the display mode of the remaining period notification mode for indicating the duration (remaining period) of the chance mode is varied, thereby making it possible to suggest the currently set game state to the player. This makes it easier for players who are carefully watching the remaining period of the chance mode to grasp the game state suggestion effect that suggests the currently set game state. However, the game state suggestion effect may be performed using a method other than the remaining period notification mode. For example, a first display mode (e.g., the word "Chance") that is more likely to be displayed when a probability variation state is set than when a time reduction state is set may be displayed on the display surface of the third symbol display device 81, or a second display mode (e.g., the word "Pinch") that is more likely to be displayed when a time reduction state is set than when a probability variation state is set may be displayed. Alternatively, the game state suggestion effect may be performed by varying the display mode of the third symbol (main symbol sz, sub-symbol fz) displayed on the display surface of the third symbol display device 81.
[0061] In this first control example, both the high-probability state for special symbols and the high-probability state for normal symbols are configured to end when the number of special symbol variations reaches a predetermined number. Therefore, as shown in Figures 12(a) and (b), the current game state can be indicated by using a remaining period notification display that notifies the remaining period for which the chance mode continues (the remaining period for which the high-probability state for special symbols or the high-probability state for normal symbols can continue). However, for example, the above-described chance mode configuration may also be used in a pachinko machine 10 configured so that the high-probability state for special symbols continues until the next jackpot game is played. In this case, if a time-saving state (a low probability state for special symbols, a high probability state for normal symbols) is set as the duration of the chance mode, the remaining period until the high probability state for normal symbols ends (the period until the time-saving state ends) is notified by remaining period notification. When the remaining period notified by the remaining period notification has elapsed, if a time-saving state is set, an effect is performed to notify that the state has transitioned to the normal state. If a probability variation state is set, an effect is performed that displays the words "Congratulations" to indicate that the high probability state for special symbols will continue until the next big win, that is, an effect that displays the words "Congratulations" to indicate that the remaining period until the next big win is the period until the probability variation state continues. The system may also be configured to display the words "Congratulations" when a predetermined notification condition is met during the period when the chance mode is set.
[0062] In other words, instead of the remaining period notification mode that is updated as needed in accordance with the remaining period of the chance mode, which is updated each time a special symbol lottery is performed (see Figure 12(a)), a display mode that only indicates that there is a remaining period of the chance mode, that is, a remaining period notification mode that does not show the number of remaining special symbol lotteries that can be performed during the chance mode, as shown in Figure 12(a), may be used. Alternatively, a remaining period notification mode that can roughly indicate the length of the remaining period of the chance mode by varying the display mode (for example, by changing the display color) in accordance with the length of the remaining period of the chance mode may be used. Furthermore, the system may be configured to display multiple remaining period notification modes, and the system may be configured so that the player can grasp the length of the remaining period of the chance mode by combining the display modes of the multiple remaining period notification modes that are displayed. Next, with reference to Figures 13 and 14, the content of the performances that are performed when the player operates the operating means during the chance mode will be explained. In this control example, when a player performs a predetermined operation on the frame button 22 (see Figure 4), the system is configured to execute various effects (operation effects) based on the content and timing of that operation. While a detailed explanation is omitted, the system is configured to execute operation effects such as changing the background image displayed in the main display area Dm of the third symbol display device 81, providing guidance to the player to operate the frame button 22 as part of a variation effect performed in the main display area Dm of the third symbol display device 81, and executing an effect with a different presentation pattern depending on whether the player operates the frame button 22 or not. Specifically, this includes an effect that displays a specific display pattern (such as a chance icon indicating the player's advantage) after a predetermined time has elapsed, and which, if the player operates the frame button 22 within the predetermined time, displays the specific display pattern without waiting for the predetermined time to elapse, as a condition that can be met by an operation performed by the player within the predetermined time, and operation effects to liven up the variation effect performed in the main display area Dm of the third symbol display device 81. This allows players to engage in activities other than launching balls, thus preventing them from getting bored with the game prematurely.
[0063] Here, we will explain the content of the various operation sequences that are performed during Chance Mode, as described above. Details will be shown later with reference to Figure 27, but in this control example, when an advantageous game state (time-saving state, probability-changing state) is set, different spin times can be selected depending on the number of special symbol spins since the advantageous game state was set. Specifically, the period from the 1st to the 20th special symbol spins after the advantageous game state was set is the first period (high-speed spin period) in which a short spin time (e.g., 5 seconds) is more likely to be selected, the period from the 21st to the 49th spins is the second period in which a longer spin time than the first period (e.g., 10 to 30 seconds) is more likely to be set, only the 50th spin is a special period in which a specific spin time (e.g., 20 seconds) is set, and the period from the 51st to the 100th spin is the third period in which a spin time similar to the second period (e.g., 10 to 30 seconds) is more likely to be set. In other words, during the predetermined period after Chance Mode is set (the first period), that is, the predetermined period after the end of a jackpot game, special symbol variations are more likely to occur with short variation times. Therefore, if a jackpot is won during this first period, it becomes easier to execute multiple jackpot games at short intervals. This makes it possible to make the player think that the next jackpot game was executed as part of the previous jackpot game, thereby enhancing the enjoyment of the game. Furthermore, in the second and third periods mentioned above, special symbol variations are more likely to occur with shorter variation times than when the normal state is set, and more likely to occur with longer variation times than in the first period. This ensures that during Chance Mode, there is time to execute suggestive effects that indicate whether the currently set game state is a time-saving state or a probability variation state during a single special symbol variation. Furthermore, during a specific period (the 50th special symbol variation after a favorable game state is set), a special symbol variation of a specific duration (20 seconds) is always performed, and a 20-second suggestive animation is executed to indicate to the player whether or not a probability variation state was set (or is currently set).
[0064] In this way, by configuring the system to allow selection of different variation times depending on the number of times special symbol variations are performed, the effects corresponding to each number of variations can be executed using an appropriate period of time. Figure 13(a) is a schematic diagram illustrating an example of the display content that is displayed during periods other than the high-speed variation period (normal variation period) when the chance mode is set as the performance mode and the normal state is set internally. Figure 13(b) is a schematic diagram illustrating the performance when the frame button 22 is operated during the display effect shown in Figure 13(a). In this control example, during the normal variation period in chance mode, the player can arbitrarily select the background image displayed on the display surface of the third symbol display device 81, and by pressing (operating) the frame button 22, the system is configured to alternately switch between displaying a sea background (sea mode) and a mountain background (mountain mode). As shown in Figure 13(a), when the background image can be switched, an icon HR10 resembling the frame button 22 is displayed in the lower right corner of the main display area Dm in a display mode indicating that it is operable (in the figure, an arrow is displayed pointing in the direction of button press), and the words "Sea Mode" are displayed in the small display area Ds1 of the sub-display area Ds, indicating that sea mode is currently set. When the player operates the frame button 22 in this state, the display switches from "Sea Mode" to "Mountain Mode," as shown in Figure 13(b).
[0065] Next, referring to Figure 14, the content of the operation and presentation during the high-speed variation period in Chance Mode will be explained. In this control example, when the frame button 22 is operated during the high-speed variation period (the period from when the time-saving state or probability variation state is set until the 20th special symbol variation is completed), the background image is configured not to switch (or to be difficult to switch). In other words, during the high-speed variation period, when a short variation time (5 seconds) is selected as the variation time for one special symbol variation, if the background image is switched, the display pattern shown on the display surface of the third symbol display device 81 will change frequently, making it difficult for the player to grasp the result of the special symbol lottery. Therefore, the background image is configured not to switch (or to be difficult to switch). However, if all player operations on the frame button 22 during the high-speed variation period are disabled, there is a problem that the player's motivation to play will decrease. Therefore, in this control example, when the player operates the frame button 22 during the high-speed variation period, a different presentation is executed instead of the background image switching. Specifically, as shown in Figure 14(a), during the high-speed variation period in Chance Mode, the words "Special Mode" are displayed in the small display area Ds1 of the sub-display area Ds, informing the player that the high-speed variation period is currently underway. During "Special Mode," regardless of the result of the special symbol lottery, a special symbol variation with a variation time of 5 seconds is executed, and the variation effect for the third symbol is also a variation effect exclusive to "Special Mode." Furthermore, during "Special Mode," the icon HR10 is displayed in the lower right corner of the main display area Dm, and when the player presses the frame button 22, a game state indication effect is executed, as shown in Figure 14(b), in which the display pattern of the remaining period notification displayed in the small display area Ds2 is changed.
[0066] In this way, even if the proximity sensor does not touch the detected part of the frame button 22, which is a component detected by the proximity sensor when the player performs the same operation (pressing the frame button 22), the content of the operation animation executed will differ depending on the timing of the operation, thereby encouraging the player to actively play the game by trying to operate the frame button 22 at various timings. Furthermore, in this control example, as shown in Figure 13(a) or Figure 14(a), the guidance display (icon HR10) that guides the player to operate (press) the frame button 22 is the same, and when the player performs the same operation (presses the frame button 22) while the guidance display (icon HR10) is displayed as a predetermined state related to the game, the content of the operation animation executed will differ depending on the timing of the operation. Therefore, it is possible to make it difficult for the player to know what kind of operation animation will be executed until they actually operate (press) the frame button 22, thus encouraging them to operate the frame button 22 more actively. Further details will be provided later with reference to Figures 32 and 33, but in this control example, multiple operation animations can be executed when the frame button 22 is operated during the high-speed variation period, and the proportion in which each operation animation is selected varies according to the set game state. In other words, the appearance ratio of each operation animation executed during the high-speed variation period makes it possible to predict whether the currently set game state is a probability variation state or a time reduction state. Therefore, even if the same operation animation is executed repeatedly during the high-speed variation period, it is possible to suppress a decrease in the player's motivation to play.
[0067] Furthermore, in this control example, the background image is switched when the frame button 22 is pressed, but only if predetermined conditions are met, even during the high-speed fluctuation period. Specifically, if the second special symbol held ball (special symbol 2 held ball) acquired during the high-speed fluctuation period contains information that will result in a jackpot, the system is configured to execute a special fluctuation effect using the fluctuation times of the jackpot special symbol fluctuation corresponding to the special symbol 2 held ball containing the jackpot information, and the special symbol fluctuation executed before that jackpot special symbol fluctuation (the special symbol fluctuation corresponding to the special symbol 2 held ball acquired before the special symbol 2 held ball containing the jackpot information). When the player presses the frame button 22 while the conditions for executing this special fluctuation effect are met, the background image is switched from the currently displayed background image (for example, sea mode) to a dedicated special background image (for example, space mode). In other words, if the background image is switched based on the player pressing the frame button 22 during the high-speed fluctuation period, the expectation of winning a jackpot increases, thus encouraging players to press the frame button 22 more frequently. In addition, even during the high-speed fluctuation period, the background image can be switched by performing a special operation (long press) on the frame button 22. This special operation (long press) is determined to have been performed when the player continuously presses the frame button 22 for 2 seconds, and the period until the operation is determined to have been performed is longer than with a normal operation (press) on the frame button 22. In other words, when the frame button 22 is long-pressed, the system is configured to determine that the long-press operation has been performed when a condition is met again within a predetermined period after the initial press operation on the frame button 22. Therefore, since this operation is less likely to be performed frequently than a normal operation (press), even if the system is configured to enable background image switching, it is possible to suppress the frequent switching of background images.In this control example, a long press operation is used as a special operation with a longer operation time than normal operation, but it is not limited to this. For example, in addition to the frame button 22, an operating means having multiple operating parts (e.g., a directional pad) may be provided as an operating means, and a special operation performed by operating the multiple operating parts in a predetermined order may be defined. Alternatively, the system may be configured to allow multiple press operations on the frame button 22 within a predetermined period, and the execution conditions for a predetermined effect may be met based on these press operations. If the execution conditions are met again within a predetermined period after the first execution condition is met, it may be determined that a special operation (rapid pressing) different from a normal operation (press) has been performed.
[0068] Next, referring to Figure 15, we will explain the performance content that is performed during "Super Chance Mode," in which the player is notified that a probability variation state has been set. Figure 15(a) is a schematic diagram illustrating an example of the performance content when the first special symbol variation is performed during "Super Chance Mode," and Figure 15(b) is a schematic diagram illustrating an example of the performance content when the second special symbol variation is performed during "Super Chance Mode." In this control example, when a probability variation state (high probability state for special symbols, high probability state for normal symbols) is set, the system is configured to make it easier to perform the second special symbol lottery. When a jackpot is won in the second special symbol lottery, the probability variation state is set with a high probability (a probability variation jackpot game in which the ball can easily flow down to a specific gate during the jackpot game is always performed). The probability variation state is configured to continue until the special symbol lottery is performed a predetermined number of times (50 times). In other words, once the probability variation state is set, the system is configured to loop the probability variation state with a high probability as long as a jackpot is won in the second special symbol lottery (the probability of winning a jackpot in the high probability state for special symbols is 1 / 50) before a predetermined number of special symbol lotteries (50) are executed. Therefore, players playing in the probability variation state can be motivated to play in an effort to win a jackpot in the second special symbol lottery as quickly as possible. Although a detailed explanation is omitted, in this control example, the RAM 223 of the MPU 221 of the sound lamp control device 113 is configured to store the combination of the third symbols (jackpot symbols) that was displayed last time. Then, immediately after the probability variation state is set (after the jackpot game ends), in which it is possible to display the previously displayed symbols, the previous jackpot symbols are displayed on the display screen of the third symbol display device 81. This configuration makes it easier for players to understand the type of jackpot (jackpot symbol) that triggered the establishment of the new game state, known as the "probability variation state," when they begin playing.
[0069] On the other hand, even when the probability variation state is set, for example, if a probability variation jackpot is won in the first special symbol lottery performed in the normal state, and immediately after the probability variation state is set after the jackpot game ends, that is, when the probability variation state is set, if the special symbol 2 reserved ball has not been acquired and the special symbol 1 reserved ball has been acquired, the first special symbol lottery will be performed. In this control example, as described above, when a jackpot is won in the second special symbol lottery, the probability variation jackpot game is performed 100% of the time, whereas when a jackpot is won in the first special symbol lottery, the probability variation jackpot game is performed 50% of the time, and the remaining 50% of the time the normal jackpot game is performed. In other words, even when the probability variation state is set, if a jackpot is won in the first special symbol lottery, it may not be possible to loop the probability variation state. In this way, when a jackpot is won in the first special symbol lottery during the probability variation state, if the player can quickly determine that the won jackpot is a type of jackpot that executes a normal jackpot game (normal jackpot), a problem arises in which the player's motivation to play decreases. Therefore, in this control example, the system is configured to make it easier for a double reach effect to be executed as a variation effect corresponding to the variation of the first special symbol executed during the probability variation state. This effect is a variation effect in which the third symbol corresponding to the probability variation jackpot (identification information with an odd number) and the third symbol corresponding to the normal jackpot (identification information with an even number) are simultaneously in a reach state. More specifically, if a normal jackpot is won in the first special symbol lottery executed during the probability variation state, the system is configured to always execute the double reach effect described above (see Figure 15(a)). This prevents the execution of a reach animation in which only the third symbol (identification information with an even number) corresponding to the regular jackpot is in a reach state when a regular jackpot is won in the first special symbol lottery performed during the probability variation state, thereby preventing players from predicting in advance that they will win a regular jackpot during the special symbol variation period.
[0070] Furthermore, as shown in Figure 15(a), in this control example, during "Super Chance Mode," small display areas Ds11 and Ds12 are formed, similar to those in "Chance Mode" described above, making it difficult for the player to grasp the number of special symbols held. Above the main display area Dm, the words "Super Chance Mode" are displayed to inform the player that they are currently in a probability variation state. In this case, if a double reach (a variation effect in which the third symbol corresponding to a probability variation jackpot (identification information with the number 1) and the third symbol corresponding to a normal jackpot (identification information with the number 2) are simultaneously in a reach state) is performed during Super Chance Mode, there is a risk that the player may easily grasp that the special symbol variation being performed is the first special symbol variation. Therefore, in this control example, the variation effect performed in response to the second special symbol variation is also configured to allow the double reach effect shown in Figure 15(a). In other words, the system is configured to execute a double reach animation using the third symbol, which corresponds to a normal win, in a variation animation corresponding to the second special symbol lottery, which always results in a probability-increasing jackpot game when a jackpot is won. With this configuration, even if the double reach animation shown in Figure 11(a) is executed, it becomes difficult for the player to easily determine whether the special symbol variation being executed is the first special symbol variation or the second special symbol variation. Furthermore, in this control example, when the double reach animation is executed as the variation animation corresponding to the second special symbol lottery, the system is configured to execute an animation (promotion to probability-increasing double reach animation) that changes the type of the third symbol that enters a reach state when the middle symbol row Z2 completes one rotation to the third symbol corresponding to a probability-increasing jackpot (identification information with the number 1 and identification information with the number 9), as shown in Figure 15(b).
[0071] This configuration allows the player to be notified in advance that a probability-increasing jackpot game will always be played if the special symbol lottery being played results in a jackpot. Furthermore, even if a double reach animation is played as a variation animation corresponding to the first special symbol lottery, the player can be made to anticipate that it may be upgraded to a probability-increasing double reach animation midway through the game. In this control example, the variable condition for changing (upgrading) the ongoing double reach animation to a probability-increasing double reach animation is set to be met when the variation pattern of the middle symbol row Z2 reaches a predetermined pattern (after one cycle). However, this is not the only option. For example, a variable condition could be set to be met when the third symbol corresponding to the reach state (the third symbol that results in a jackpot combination) passes the reach valid line as the third symbol displayed in the middle symbol row Z2, or a variable condition could be set to be met when the result of an operation on the player-operable control means (frame button 22) is a specific operation result. Furthermore, in this control example, the type of the third symbol in a reach state is made variable when the variable condition is met, but the system is not limited to this. For example, it may be configured to increase the number of third symbols in a reach state. More specifically, it may be configured to execute a triple reach performance by removing the blank symbols (shown as triangles in the figure) from the double reach state shown in Figure 15(a), displaying "3, 2, 1" from left to right as the upper symbol row Z1, and displaying "1, 2, 3" from left to right as the lower symbol row Z3. Even with this configuration, the triple reach performance can produce more reach patterns for the third symbol corresponding to a probability-increasing jackpot than the double reach performance, thus visually informing the player that there is a high possibility of winning a probability-increasing jackpot in this special symbol lottery.
[0072] In addition, the above-mentioned technical concept may be applied to the variable effects performed during normal play. For example, if a variable condition is met during a normal single reach effect where only the third symbol (identification information with an even number) corresponding to a normal jackpot is in a reach state, the type of the third symbol in the reach state may be switched to the type of the third symbol corresponding to a probability-increasing jackpot, or the number of third symbols in the reach state may be increased. This allows the player to play while expecting to be provided with a more advantageous effect result until the variable effect ends. Next, with reference to Figure 16, the relationship between the variable pattern of the special symbol selected in this control example and the effect type that is executed will be explained. Figure 16(a) is a schematic diagram showing the flow of the effect when a variable pattern in which a non-reach variable effect is executed is set as the variable effect of the third symbol, and Figure 16(b) is a schematic diagram showing the flow of the effect when a variable pattern in which a reach variable effect is executed is set as the variable effect of the third symbol. A detailed explanation will be given later with reference to Figure 26, but in this control example, a variation pattern (variation time) that is the sum of the base time and the added time is defined as the variation pattern (variation time) for indicating the result of the special symbol lottery. The period corresponding to the base time is set as the common variation pattern, and the period corresponding to the added time is set as the specific variation pattern. In other words, in this control example, the performance mode of the third symbol variation executed on the display surface of the third symbol display device 81 to indicate the result of the special symbol lottery is configured such that the period from when the reach state is displayed until the third symbol is stopped is different depending on the type of third symbol that is in the reach state. The third symbol corresponding to the time set as the added time is set as the third symbol that is in the reach state. By configuring it in this way, the third symbol variation performance (third symbol variation performance executed in accordance with the base time) that is executed during a predetermined period after the third symbol starts to vary.
[0073] Specifically, as shown in Figure 16(a), in the case of a non-reach variation effect, no additional time is set, so a common variation pattern corresponding to the basic time (8 seconds) is set, and the upper symbol row Z1 is displayed to stop after a predetermined period has elapsed since the start of the third symbol variation effect (for example, after 5 seconds), one second later the lower symbol row Z3 is displayed to stop in a manner that does not result in a reach state on an active line, and two seconds later the middle symbol row Z2 is displayed to stop in a manner that indicates a loss in the lottery result. After that, after a 1-second stop display period (a confirmed time during which gameplay other than variation display is performed), the lottery result of the special symbol lottery is confirmed and displayed as the state after the dynamic state has ended. As shown in Figure 16(b), when a reach variation effect is performed, a basic time (30 seconds) is set, and the variation pattern for 30 seconds is set to represent the effect from when the reach state is reached until 5 seconds have elapsed. In other words, the variation pattern is set to represent the effect from when the reach state is reached until the middle symbol row Z2 completes one rotation. Subsequently, the performance patterns (reach patterns, stop symbols) are set according to the added time. Next, referring to Figure 17, we will explain the performance patterns of the ending performance, which is a specific display that is executed during the ending period of a jackpot game and includes a predetermined result notification pattern for that jackpot game. Figure 17(a) shows the flow of the performance during the ending period for a normal jackpot, Figure 17(b) shows the flow for a probability variation jackpot, and Figure 17(c) shows the flow when the ball does not flow down a specific area (V gate) during a probability variation jackpot game. As shown in Figure 17, in this control example, the ending period (ED period) is different for a normal jackpot and a probability variation jackpot, with the ED period set to 15 seconds for a normal jackpot and 17 seconds for a probability variation jackpot. The ending performance is then divided into an early period and a late period for each (see Figure 11). In this control example, the presentation style for the ending period is set at the start of a jackpot game, and at the start of the ending period (ED period), it is determined whether or not a V-win occurred during the jackpot period (whether or not the ball flowed down to a specific gate), and the ending display style is switched based on the determination result.
[0074] First, referring to Figure 17(a), we will explain the content of the presentation during the ending period of a jackpot game when a normal jackpot game is played. In this control example, in order to prevent the processing load during a jackpot game from increasing due to the complexity of the various processes performed during the jackpot game, the presentation style of the presentation (ending display presentation) to be performed during the ending period of the jackpot game is determined before the round game (game in which prize balls can be won) is performed during the jackpot game (before the start of the jackpot game, or during the opening period of the jackpot game). When a normal jackpot game is played, the display style of the ending presentation (see Figures 11(a), (c)) to show the player that "Chance Mode" will be set (a time-saving state will be set) after the jackpot game ends is set by the time the opening period of the jackpot game ends. In a normal jackpot game, since the ball does not pass through a specific area (V gate) 65v during the jackpot game, the pre-set ending presentation is performed as the ending presentation of the jackpot game.
[0075] Next, with reference to Figures 17(b) and 17(c), the content of the ending sequence of a jackpot game when a probability variation jackpot game is played will be explained. When a probability variation jackpot game is played, a decision is made before the opening sequence of the jackpot game ends whether or not to perform a V notification sequence during the jackpot game, and the format of the ending sequence is determined based on that decision. Specifically, when a round game (V-round game) is played in which a ball is more likely to pass through a specific area (V-gate) 65v, which is a game played to change the state of the gaming machine, the system determines whether or not to execute a V-notification effect, which includes a guidance notification instructing the player to pass the ball through the specific area (V-gate) 65v, and a V-pass notification informing the player that the ball has actually passed through the specific area (V-gate) 65v. If it is determined that the V-notification effect should be executed, the system sets a display mode (see Figures 11(b) and (d)) as an ending effect to show the player that "Super Chance Mode" will be set (a probability variation state will be set) after the jackpot game ends. On the other hand, if it is determined that the V-notification effect should not be executed, the system sets a display mode (see Figure 11(b) with the "Super" display removed, and Figure 11(c)) as an ending effect to show the player that "Chance Mode" will be set after the jackpot game ends.
[0076] When the V notification effect is executed, a guidance notification is performed at the start of the V round (first round) game, displaying the comment "Aim for V" and a schematic diagram showing the location of a specific area (V gate) 65v within the variable prize entry device 65 on the display surface of the third symbol display device 81. When the ball passes through the specific area (V gate) 65v, a V passage notification is performed, displaying the comment "V acquired!!" on the display surface of the third symbol display device 81. On the other hand, if the ball does not pass through the specific area (V gate) 65v for a predetermined period (for example, 3 seconds) despite the guidance notification being performed, an emphasized guidance notification is performed to further emphasize to the player the importance of the ball passing through the specific area (V gate) 65v. If the ball passes through the specific area (V gate) 65v before the V round game ends, the V passage notification described above is performed. If the V round game ends without the ball passing through the specific area (V gate) 65v, the words "No V acquired, too bad!" are displayed. Subsequently, when the ending period of the jackpot game arrives, a determination is made based on the actual results of the V-round game to determine whether or not to change the display mode of the pre-set ending sequence. As mentioned above, if it is determined that the V-notification sequence will be executed at the start of the jackpot game, a display mode indicating that "Super Chance Mode" will be set as the ending sequence (see Figures 11(b) and (d)) is pre-set. Therefore, if the ball passes through the specific area (V-gate) 65v during the V-round game, the ending sequence will be executed without changing the display mode of the ending sequence. On the other hand, if the ball does not pass through the specific area (V-gate) 65v during the V-round game, a time-saving state will be set after the jackpot game ends. In this case, a process (replacement process) is executed to switch the display mode of the ending sequence to a display mode indicating that "Chance Mode" will be set, and the ending sequence will be executed with the replaced display mode (the display mode in Figure 11(b) with the "Super" display removed, and see Figure 11(c)).
[0077] Furthermore, if the V notification effect is not executed, the V notification effect will not be executed during the jackpot game, just like in a normal jackpot game. The various effects displayed on the display surface of the third symbol display device 81 will not allow the player to determine that a V-round game is being played or that the ball has passed through a specific area (V gate) 65v. Regardless of whether the ball passes through the specific area (V gate) 65v during the V-round game, the ending effect will be executed in a pre-set display manner. This makes it possible to provide a state where "Chance Mode" is set after the jackpot game ends, even though a probability variation state is actually set. Moreover, if "Chance Mode" is set while a probability variation state is set, the V notification effect will not be executed during the jackpot game (during a probability variation jackpot game), making it difficult for the player to know in advance that a probability variation state has been set by the effects during the jackpot game. In this control example, when a ball passes through a specific area (V gate) 65v during a jackpot game where the V notification animation is not performed, the system is configured to set "Chance Mode" after the jackpot game ends, even though a probability variation state is actually set. However, the system is not limited to this. For example, even if the ball passes through the specific area (V gate) 65v while the V notification animation is being performed, the system may be configured not to perform the V-pass notification at a predetermined rate, and if the ball passes through the specific area (V gate) 65v but the V-pass notification is not performed, the system may be configured to set "Chance Mode" after the jackpot game ends. In this case, it is also desirable to configure the system to enable the V notification animation even when a normal jackpot game is being played. By configuring the system in this way, it is easier to create situations where the V notification animation is performed but the V-pass notification is not performed, thereby reducing the feeling of unease the player may have when "Chance Mode" is set after a jackpot game in which the V notification animation was performed.
[0078] Next, referring to Figure 18, the flow of the performance mode set after the jackpot game ends will be explained. As described above, in the pachinko machine 10 in this first control example, after the jackpot game ends, a high probability state for normal symbols is set for a predetermined first specific period (the period until special symbol variations are executed 100 times). Then, if the ball passes through a specific area (V gate) 65v during the jackpot game, a high probability state for special symbols is set for a predetermined second specific period (the period until special symbol variations are executed 50 times) after the jackpot game ends. Then, if the game state set after the jackpot game ends is a time-saving state (low probability state for special symbols, high probability state for normal symbols), the performance mode is set to "Chance Mode" (see Figure 18(b)). Furthermore, if the game state set after the jackpot game ends is a probability variation state (a state with a high probability of special symbols or a state with a high probability of normal symbols), the performance mode set after the jackpot game ends will differ depending on the performance content during the jackpot game (depending on whether or not there is a V notification performance). As shown in Figure 18(a), if it is announced during the jackpot game (during the ending period of the jackpot game) that a probability variation state will be set, that is, if the display of entering "Super Chance Mode" (see Figure 11(b)) is displayed as the ending performance, then "Super Chance Mode" will be set as the performance mode (see display a in Figure 18(a)). If it is not announced during the jackpot game (during the ending period of the jackpot game) that a probability variation state will be set, that is, if the display of entering "Chance Mode" (see Figure 11(a)) is displayed as the ending performance, then "Chance Mode" will be set as the performance mode (see display b in Figure 18(a)).
[0079] As shown in display a of Figure 18(a), if "Super Chance Mode" is set after a big win, "Super Chance Mode" will continue until the probability variation state ends, and when the game state transitions from the probability variation state to the time reduction state, it will switch to displaying "Chance Mode". In this case, as long as "Super Chance Mode" is set, as shown in Figure 15(a), the remaining period until the probability variation state ends (up to 50 times) will be displayed in the small display area Ds2. This makes it easy for players to understand the period during which the most advantageous game state will continue. In addition to the display content shown in Figure 15(a), the system may also be configured to perform a pre-notification effect that informs the player in advance that the time-saving state will be set for 50 rounds after the probability variation state ends. For example, when the remaining period indication showing the remaining period of the probability variation state displayed in the small display area Ds2 (displayed as "49 rounds" in white in Figure 15(a)) falls below a predetermined period (for example, "10 rounds" or less), the remaining period indication showing the number of rounds the time-saving state will continue (50 rounds) will be set to be displayed in a different display format from the remaining period indication showing the remaining period of the probability variation state (for example, "50 rounds" in black). This allows the player to be informed in advance that a game state (time-saving state) that is more advantageous than the normal state will be set even after the probability variation state ends. Alternatively, when "Super Chance Mode" is set, the system may display a remaining period indicator (50 times) showing the remaining duration of the probability variation state and a remaining period indicator (100 times) showing the remaining duration of the time reduction state, and configure the system to deduct 1 from each remaining period indicator each time a special symbol variation is performed. Alternatively, the system may display a remaining period indicator (50 times) showing the remaining duration of the probability variation state and a remaining period indicator (50 times) showing the remaining duration of the time reduction state that is set after the probability variation state ends, and configure the system to deduct the remaining period indicator for the time reduction state first, until the remaining duration of the probability variation state becomes 0 and the system transitions to the time reduction state, at which point the system will deduct the remaining period indicator for the time reduction state. Even with this configuration, players who are playing in the probability variation state can be notified in advance that a game state more advantageous to the player than the normal state will be set after the probability variation state ends.
[0080] Next, the effects during Chance Mode will be explained using display b in Figure 18(a) and Figure 18(b). In this control example, Chance Mode is set as the effects mode in some cases when the probability variation state is set and when the time reduction state is set. During Chance Mode, as described above with reference to Figure 12, a game state indication effect is executed that changes the notification pattern of the remaining time notification. This game state indication effect is set to appear more frequently in Chance Mode during the probability variation state than in Chance Mode during the time reduction state. Next, the content of the operation effects during Chance Mode will be explained with reference to Figure 19. In this control example, the effects pattern of the operation effects executed during Chance Mode (effects executed based on the player's operation of the frame button 22 (operation means)) is configured to change according to the timing of the player's operation of the frame button 22 (operation means), the method of operation, and the set game state. Specifically, as shown in Figure 19(a), during chance mode when the time-saving state is set, if the user performs a normal button press, the system is configured to allow the execution of either a "reach indication" operation, which suggests whether the currently running reel animation will result in a reach state during the high-speed reel animation period until 20 special symbol reel animations are performed, or a "state indication" operation, which suggests the currently set game state, during the reel animation period until 20 special symbol reel animations are performed. After that (from the 21st special symbol reel animation onwards), the system is configured to allow the execution of a "background mode transition" operation, which changes the background mode. Furthermore, as an operation method, if the button is held down, the system is configured to allow the execution of a "background mode transition" operation that changes the background mode during the high-speed variation period until the special symbol variation is performed 20 times. During the period from 21 to 50 special symbol variations (second period), the system is configured to allow the execution of a "state indication" operation that suggests the currently set game state. After that (from the 51st special symbol variation onwards), the system is configured to allow the execution of a "past state indication" operation that suggests the game state that was set in the past (when "chance mode" was set (after the jackpot game ended)).
[0081] Furthermore, as shown in Figure 19(b), during the chance mode when a probability variation state is set, if the player performs a normal button press, during the high-speed variation period until 20 special symbol variations are performed, the player can perform the following operations: "Reach Indication," which indicates whether the current variation will be in a reach state during the third symbol variation; "State Indication," which indicates the currently set game state; or "Background Mode Transition," which transitions the background mode. During the period from 21 to 50 special symbol variations (second period), the player can perform the "Background Mode Transition" or "State Indication" operations, and thereafter (from the 51st special symbol variation onwards), the player can perform the "Background Mode Transition" operation. Additionally, if the player performs a long press, regardless of the number of special symbol variations, the player can perform the "Background Mode Transition" operation. As explained above, in this control example, when a time-saving state is set, or when a probability variation state is set, the system is configured to allow setting a "chance mode" as a performance mode. Depending on the number of special symbol changes performed during the chance mode, the duration of the chance mode (100 time-saving rounds) is divided into multiple periods, and the system is configured to make the performance of the operation animation performed when the player operates the operating means (frame button 22) different for each set game state and period. As a result, when the chance mode is set, it is possible to make the player predict the currently set game state based on the content of the operation animation performed by the operation animation, thereby enabling the player to actively operate the operating means.
[0082] As explained above, in this control example, the period after the end of a jackpot game becomes a high-speed variation period, and even if the frame button 22 is pressed normally, the "background mode transition" operation is less likely to occur than during other periods. However, the high-speed variation period (the period during which the background mode transition is less likely) may be set at other times. For example, the period until the end of the first special symbol variation that occurs after the end of a jackpot game may be set as the normal time-saving variation period, and the period from the execution of the second special symbol variation after the end of a jackpot game until the execution of the 20th special symbol variation may be set as the high-speed variation period. By configuring it in this way, for example, during the period of the first special symbol variation after the end of a jackpot game, a notification that the high-speed variation period will be set can be displayed in the sub-display area Ds with the comment, "You won't be able to change the background mode from the next variation! Select your desired background now!" This prevents the situation where the player is suddenly faced with a period during which the background mode cannot be changed (high-speed variation period), preventing them from playing with their desired background mode and reducing their motivation to play. Furthermore, during the special symbol variation period after the jackpot game ends, the system may also be configured to display comments such as "Chance Mode may also be a probability variation state! Don't give up!" and "A change in the display of remaining spins indicates a chance!" as guidance to explain the contents of "Chance Mode" to the player. In addition, as in this first control example, when the high-speed variation period is set from the first special symbol variation after the jackpot ends, the system may be configured to allow the player to select the background mode during the jackpot game played before the high-speed variation period is set (for example, during the ending period of the jackpot game), and to inform the player that the background mode cannot be changed for a predetermined period (during the high-speed variation period) once "Chance Mode" is set.
[0083] Returning to Figure 2, let's continue the explanation. The second symbol display device performs a variable display by alternately lighting up the "○" symbol and the "×" symbol as the display symbols (second symbol (not shown)) for a predetermined time each time a ball passes through the normal symbol start gate (through gate) 67. In the pachinko machine 10, when it is detected that a ball has passed through the normal symbol start gate (through gate) 67, a winning lottery is held. If the winning lottery is successful, the second symbol display device will stop displaying the "○" symbol after the variable display of the second symbol, which is a variable performance executed based on the fulfillment of the start condition. If the winning lottery is unsuccessful, the second symbol display device will stop displaying the "×" symbol after the variable display of the third symbol. The pachinko machine 10 is configured such that when the fluctuation display on the second symbol display device stops at a predetermined symbol (the "○" symbol in this control example), a winning game (normal symbol winning game) is executed in which the electric mechanism 640a attached to the second ball entry opening 640 operates (opens) for a predetermined time. The time required for the fluctuation display of the second symbol (normal symbol fluctuation time) varies depending on the set probability state of the normal symbol (low probability state, high probability state). When the low probability state of the normal symbol (normal state) is set, the normal symbol fluctuation time is set to 10 seconds, and when the high probability state of the normal symbol (probability change state, time reduction state) is set, the normal symbol fluctuation time is set to 3 seconds. This makes it possible to significantly diverge the frequency of normal symbol winning games being executed in the low probability state of the normal symbol from the frequency of normal symbol winning games being executed in the high probability state of the normal symbol. In other words, compared to a low probability state for normal symbols, a high probability state for normal symbols allows for an increase in the number of normal symbol draws (normal symbol draws) that can be performed per unit time by shortening the normal symbol variation time, and furthermore, it makes it easier to win in the normal symbol draws that are performed. Therefore, it is possible to make it difficult to perform a normal symbol win game when a low probability state for normal symbols is set, while making it easier to perform a normal symbol win game when a high probability state for normal symbols is set.
[0084] In this control example, the system is configured so that the normal symbol fluctuation time and the probability of winning are more favorable to the player when the normal symbol is in a high probability state than when it is in a low probability state. However, this is not the only option, and the system may be configured so that only one of them is more favorable to the player. For example, the system may be configured so that the normal symbol fluctuation time is set to the same duration (e.g., 3 seconds) regardless of t...
Claims
[Claim 1] an acquisition means capable of acquiring discrimination information based on the establishment of a predetermined acquisition condition; A gaming machine having a discrimination means capable of executing discrimination based on the acquired discrimination information, a predetermined portion through which the game ball can pass, a displacement means capable of displacing between a first position for guiding the game ball to the predetermined portion and a second position for preventing the game ball from being guided to the predetermined portion; a specific game state setting means for setting a specific game state based on the establishment of a predetermined setting condition; A gaming machine characterized by comprising a special game state setting means that, when a gaming ball passes through the specified portion, can set a special game state that is advantageous to the player without performing the judgment by the judgment means.
Citation Information
Patent Citations
Pinball game machine
JP2005006742A