Gaming machine
The gaming machine enhances entertainment value by using acquisition, discrimination, and state setting mechanisms to create engaging gameplay experiences, increasing player enjoyment.
Patent Information
- Application Number
- JP2024115488
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-19
- Publication Date
- 2026-01-29
AI Technical Summary
There is a demand for enhancing the entertainment value of gaming machines, particularly pachinko machines, to increase player enjoyment.
The gaming machine incorporates an acquisition means to gather discrimination information, a discrimination means to execute discrimination based on acquired information, a displacement means to guide gaming balls to specific positions, and state setting means to create advantageous gaming states without discrimination, including special gaming states that benefit the player.
This configuration increases the enjoyment of the game by providing varied and engaging gameplay experiences.
Smart Images

Figure 2026014434000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] BACKGROUND ART Conventionally, some gaming machines such as pachinko machines provide advantageous benefits to players when a specific lottery result is obtained as a result of a lottery that is conducted based on the establishment of predetermined lottery conditions. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-006742 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is a demand for further improvements in the entertainment value of the game.
[0005] The present invention has been made to solve the problems exemplified above, and has an object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0006] To achieve this object, the gaming machine described in claim 1 has an acquisition means capable of acquiring discrimination information based on the fulfillment of a predetermined acquisition condition, and a discrimination means capable of executing discrimination based on the acquired discrimination information, and is equipped with a predetermined section through which the gaming ball can pass, a displacement means capable of displacing the gaming ball to a first position for guiding the gaming ball to the predetermined section, and a second position for preventing the gaming ball from being guided to the predetermined section, a specific gaming state setting means capable of setting a specific gaming state based on the fulfillment of a predetermined setting condition, and a special gaming state setting means capable of setting a special gaming state that is advantageous to the player without executing the discrimination by the discrimination means when the gaming ball passes through the predetermined section. [Effects of the Invention]
[0007] According to the gaming machine described in claim 1, the gaming machine has an acquisition means capable of acquiring discrimination information based on the fulfillment of predetermined acquisition conditions, and a discrimination means capable of executing discrimination based on the acquired discrimination information, and is equipped with a predetermined section through which the gaming ball can pass, a displacement means capable of displacing the gaming ball to a first position for guiding the gaming ball to the predetermined section, and a second position for preventing the gaming ball from being guided to the predetermined section, 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 that is advantageous to the player without executing the discrimination by the discrimination means when the gaming ball passes through the predetermined section.
[0008] This has the effect of increasing the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 2 is a front view of a pachinko machine in a first control example. [Figure 2] FIG. 2 is a front view of the game board of a pachinko machine in a first control example. [Figure 3] FIG. 2 is a rear view of the pachinko machine in the first control example. [Figure 4] FIG. 2 is a front view of the game board of a pachinko machine in a first control example. [Figure 5] (a) is a schematic diagram showing the structure of a variable winning device installed in the area below the front view of the game board of a pachinko machine in the first control example, and (b) is a schematic diagram showing the flow path of a ball that has won in the variable winning device in the first control example. [Figure 6] 10A is a diagram schematically illustrating the area division settings and effective line settings of the display screen in the first control example, and FIG. 10B is a diagram illustrating an example of the actual display screen in the first control example. [Figure 7] (a) is a diagram showing an example of the display mode when a reach is achieved during the normal state displayed on the third pattern display device in the first control example, and (b) is a diagram showing an example of the display mode during the normal pattern variation during the normal state displayed on the third pattern display device in the first control example. [Figure 8] (a) is a diagram showing an example of the display mode when a normal winning game (long opening winning game) is executed during the normal state displayed on the third pattern display device in the first control example, and (b) is a diagram showing an example of the display mode when a chance zone is set during the normal state displayed on the third pattern display device in the first control example. [Figure 9] (a) is a diagram showing an example of the display mode when the third pattern is temporarily stopped during the special variation effect displayed on the third pattern display device in the first control example, and (b) is a diagram showing an example of the display mode when the third pattern is restarted during the special variation effect executed while the special pattern 2 reserved ball displayed on the third pattern display device has been acquired in the first control example. [Figure 10] This figure shows an example of the display mode when the third pattern is restarted in a special variable performance that is executed when the special pattern 2 reserved ball displayed on the third pattern display device in the first control example has not been acquired. [Figure 11](a) is a diagram showing an example of the display mode of the first half of the ending period of a normal jackpot game displayed on the third pattern display device in the first control example; (b) is a diagram showing an example of the display mode of the first half of the ending period of a special jackpot game displayed on the third pattern display device in the first control example; (c) is a diagram showing an example of the display mode of the second half of the ending period of a normal jackpot game displayed on the third pattern display device in the first control example; and (d) is a diagram showing an example of the display mode of the second half of the ending period of a special jackpot game displayed on the third pattern display device in the first control example. [Figure 12] 10A and 10B are diagrams showing an example of the display mode of the game state suggestion effect executed 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 mode when the chance mode is set as the presentation mode displayed on the third pattern display device in the first control example, the normal state is set internally, and the frame button is operated during a period other than the high-speed fluctuation period (the normal fluctuation period); (b) is a diagram showing an example of the display mode when the chance mode is set as the presentation mode displayed on the third pattern display device in the first control example, the normal state is set internally, and the frame button is operated during a period other than the high-speed fluctuation period (the normal fluctuation period). [Figure 14] (a) is a diagram showing an example of the display mode of the operation presentation during the high-speed fluctuation period in the chance mode displayed on the third pattern display device in the first control example, and (b) is a diagram showing an example of the display mode when the frame button is operated during the operation presentation during the high-speed fluctuation period in the chance mode displayed on the third pattern display device in the first control example. [Figure 15] (a) is a diagram showing an example of the display mode when the first special pattern change is executed during the "Super Chance Mode" displayed on the third pattern display device in the first control example, and (b) is a diagram showing an example of the display mode when the second special pattern change is executed during the "Super Chance Mode" displayed on the third pattern display device in the first control example. [Figure 16] (a) is a timing chart showing the flow of the presentation when a variation pattern in which a non-reach variation presentation is executed is set as the variation presentation of the third pattern in the first control example, and (b) is a timing chart showing the flow of the presentation when a variation pattern in which a reach variation presentation is executed is set as the variation presentation of the third pattern in the first control example. [Figure 17] (a) is a timing chart showing the flow of presentation during the ending period for a normal jackpot in the first control example, (b) is a timing chart showing the flow of presentation during the ending period for a special jackpot in the first control example, and (c) is a timing chart showing the flow when the ball does not flow down a specific area (V gate) during a special jackpot game in the first control example. [Figure 18] 10(a) and 10(b) are timing charts showing the flow of the presentation mode set after the end of the big win game in the first control example. [Figure 19] 10(a) and 10(b) are timing charts showing the flow of the operation presentation content during the chance mode in the first control example. [Figure 20] FIG. 10 is a diagram showing a game flow of a pachinko machine in a first control example. [Figure 21] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine in a first control example. [Figure 22] FIG. 4 is a diagram schematically illustrating the configuration of various counters in the first control example. [Figure 23] FIG. 10(a) is a block diagram showing the configuration of the ROM of the main control device in the first control example, and FIG. 10(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 showing a schematic representation of the prescribed contents of the first winning random number table set in the ROM of the main control device in the first control example, and (b) is a diagram showing a schematic representation of the prescribed contents of the second winning 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 winning type selection table set in the ROM of the main control device in the first control example, (b) is a diagram showing a schematic diagram of the prescribed contents of the table for special chart 1 jackpot set in the ROM of the main control device in the first control example, and (c) is a diagram showing a schematic diagram of the prescribed contents of the table for special chart 2 jackpot 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 variation pattern selection table set in the ROM of the main control device in the first control example, and (b) is a diagram showing the specified contents of the normal table set in the ROM of the main control device in the first control example. [Figure 27] This is a diagram showing a schematic diagram of the contents of the table for probability change and time reduction set in the ROM of the main control device in the first control example. [Figure 28] 10A is a block diagram showing the configuration of the ROM of the voice lamp control device in the first control example, and FIG. 10B is a block diagram showing the configuration of the RAM of the voice lamp control device in the first control example. [Figure 29] This is a diagram showing the schematic contents of the normal special chart 2 performance selection table set in the ROM of the voice lamp control device in the first control example. [Figure 30] This is a diagram showing the schematic contents of the special effect selection table set in the ROM of the voice lamp control device in the first control example. [Figure 31] (a) is a diagram showing a schematic representation of the contents 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 showing a schematic representation of the contents 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 effect selection table set in the ROM of the voice lamp control device in the first control example, and (b) is a diagram showing the schematic contents of the time-saving state selection table set in the ROM of the voice lamp control device in the first control example. [Figure 33]A diagram showing the specified contents of the probability variable state selection table set in the ROM of the voice lamp control device in the first control example. [Figure 34] FIG. 2 is a block diagram showing the electrical configuration of a display control device in a first control example. [Figure 35] 10(a) to 10(c) are explanatory diagrams illustrating images when the power is turned on in the first control example. [Figure 36] FIG. 10(a) is an explanatory diagram illustrating a rear surface A in the first control example, and FIG. 10(b) is an explanatory diagram illustrating rear surfaces B to D in the first control example. [Figure 37] FIG. 10 is a diagram schematically illustrating an example of a display data table in the first control example. [Figure 38] FIG. 10 is a diagram schematically illustrating an example of a transfer data table in the first control example. [Figure 39] FIG. 10 is a diagram schematically illustrating an example of a drawing list in the first control example. [Figure 40] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device in the first control example. [Figure 41] 10 is a flowchart showing the special symbol variation process executed by the MPU in the main control device in the first control example. [Figure 42] 10 is a flowchart showing the special symbol jackpot determination process executed by the MPU in the main control device in the first control example. [Figure 43] 10 is a flowchart showing the special symbol variation pattern selection process executed by the MPU in the main control device in the first control example. [Figure 44] 10 is a flowchart showing an update process executed by an MPU in the main control device in the first control example. [Figure 45] A flowchart showing the start-up winning process executed by the MPU in the main control device in the first control example. [Figure 46] 10 is a flowchart showing a read-ahead process executed by an MPU in the main control device in the first control example. [Figure 47]10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the first control example. [Figure 48] 10 is a flowchart showing a through gate passing process executed by an MPU in the main control device in the first control example. [Figure 49] 10 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device in the first control example. [Figure 50] 10 is a flowchart showing the start-up process executed by the MPU in the main control device in the first control example. [Figure 51] 10 is a flowchart showing main processing executed by an MPU in the main control device in the first control example. [Figure 52] 10 is a flowchart showing the big win control process executed by the MPU in the main control device in the first control example. [Figure 53] 10 is a flowchart showing the big win operation setting process executed by the MPU in the main control device in the first control example. [Figure 54] 10 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the first control example. [Figure 55] 10 is a flowchart showing the winning process executed by the MPU in the main control device in the first control example. [Figure 56] 10 is a flowchart showing an abnormality process executed by an MPU in the main control device in the first control example. [Figure 57] 10 is a flowchart showing the start-up process executed by the MPU in the voice lamp control device in the first control example. [Figure 58] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device in the first control example. [Figure 59] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the first control example. [Figure 60]10 is a flowchart showing a state command receiving process executed by an MPU in the voice lamp control device in the first control example. [Figure 61] A flowchart showing the winning command processing executed by the MPU in the voice lamp control device in the first control example. [Figure 62] A flowchart showing the special prize information command processing executed by the MPU in the voice lamp control device in the first control example. [Figure 63] 10 is a flowchart showing the general map-related processing executed by the MPU in the voice lamp control device in the first control example. [Figure 64] 10 is a flowchart showing the jackpot-related processing executed by the MPU in the voice lamp control device in the first control example. [Figure 65] 10 is a flowchart showing the ending processing executed by the MPU in the voice lamp control device in the first control example. [Figure 66] 10 is a flowchart showing the variable display setting process executed by the MPU in the voice lamp control device in the first control example. [Figure 67] This is a flowchart showing the special diagram 1 performance mode setting process executed by the MPU in the voice lamp control device in the first control example. [Figure 68] A flowchart showing the special chart 2 performance mode setting process executed by the MPU in the voice lamp control device in the first control example. [Figure 69] 10 is a flowchart showing the chance mode performance setting process executed by the MPU in the voice lamp control device in the first control example. [Figure 70] 10 is a flowchart showing the frame button input monitoring and performance processing executed by the MPU in the voice lamp control device in the first control example. [Figure 71] 10 is a flowchart showing a main process executed by an MPU in the display control device in the first control example. [Figure 72]10 is a flowchart showing boot processing executed by an MPU in the display control device in the first control example. [Figure 73] (a) is a flowchart showing command interrupt processing executed by an MPU in a display control device in a first control example, and (b) is a flowchart showing V interrupt processing executed by an MPU in a display control device in a first control example. [Figure 74] 10 is a flowchart showing a command determination process executed by an MPU in the display control device in the first control example. [Figure 75] (a) is a flowchart showing the variation 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 number of rounds command processing executed by the MPU in the display control device in the first control example. [Figure 77] 10 is a flowchart showing an ending command process executed by an MPU in the display control device in the first control example. [Figure 78] (a) is a flowchart showing the fluctuation 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 background 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] 10 is a flowchart showing a display setting process executed by an MPU in the display device in the first control example. [Figure 81]10 is a flowchart showing a warning image setting process executed by an MPU in the display control device in the first control example. [Figure 82] 10 is a flowchart showing a pointer update process executed by an MPU in 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] 10 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device in the first control example. [Figure 85] 10 is a flowchart showing a drawing process executed by an MPU in the display control device in the first control example. [Figure 86] FIG. 10 is a front view of a pachinko machine in a second control example. [Figure 87] FIG. 10 is a front view of the game board of a pachinko machine in a second control example. [Figure 88] FIG. 10 is a partially enlarged view of the game board of a pachinko machine in a second control example. [Figure 89] A disassembled front oblique view of the V winning device of the second control example. [Figure 90] (a) is a cross-sectional view of the V winning device at the La-La line in the second control example, (b) is a cross-sectional view of the V winning device at the Lb-Lb line in the second control example, and (c) is a top view of the V winning device in the second control example. [Figure 91] (a) is a rear view of the rear cover body showing the state in which the switching member is activated so that game balls are diverted to the special discharge flow path in the second control example, and (b) is a rear view of the rear cover body showing the state in which the flow path solenoid in the second control example is not activated and the guide piece of the switching member blocks the opening surface of the entrance to the special discharge flow path. [Figure 92](a) is a schematic diagram of a plan view of the V winning opening of the V winning device in the second control example when the opening and closing door is closed, and (b) is a schematic diagram of a plan view of the V winning opening of the V winning device in the second control example when it is open. [Figure 93] 10(a) is a front view of the effect button of the pachinko machine in the second control example, and FIG. 10(b) is a front view of the selection button of the pachinko machine in the second control example. [Figure 94] FIG. 10 is a rear view of the game board of the pachinko machine in the second control example. [Figure 95] 10(a) is a diagram schematically showing area division settings and effective line settings of a display screen in a second control example, and FIG. 10(b) is a diagram illustrating an actual display screen in the second control example. [Figure 96] (a) is a diagram showing an example of a jackpot presentation screen after a normal state jackpot is won, which is displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of an enemy defeat presentation screen, which is displayed on the third pattern display device in the second control example. [Figure 97] (a) is a diagram showing an example of a screen during the interval after the end of the second round displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a successful defeat screen during the sixth round (final round) displayed on the third pattern display device in the second control example. [Figure 98] (a) is a diagram showing an example of the third round presentation screen displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of the display screen when a button is pressed during the button valid period displayed on the third pattern display device in the second control example. [Figure 99] (a) is a diagram showing an example of a display screen when the button is not pressed during the button valid period displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a successful revival presentation screen during the 6th round (final round) displayed on the third pattern display device in the second control example. [Figure 100](a) is a diagram showing an example of a display screen in the time-saving state (during a rush) displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a winning screen in the time-saving state (during a rush) displayed on the third pattern display device in the second control example. [Figure 101] (a) is a diagram showing an example of a small win game screen in the time-saving state (during rush) displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a display screen when a V is won during the initial Aim for V performance period displayed on the third pattern display device in the second control example. [Figure 102] This figure shows an example of the display screen after the initial Aim for V performance period displayed on the third pattern display device in the second control example has elapsed. [Figure 103] (a) is a diagram showing an example of a display screen of the final fluctuation (miss) of the time-saving state (during a rush) displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a pull-back performance screen after the time-saving state ends displayed on the third pattern display device in the second control example. [Figure 104] (a) is a diagram showing an example of a pull-back effect end screen displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a rush result display screen displayed on the third pattern display device in the second control example. [Figure 105] (a) is a diagram showing an example of a NEXT effect screen (second round of a jackpot during a rush) displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a NEXT effect result screen (continuous pending, no round promotion) displayed on the third pattern display device in the second control example. [Figure 106] (a) is a diagram showing an example of a NEXT effect result screen (with round promotion) displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a NEXT effect result screen (with consecutive holds) displayed on the third pattern display device in the second control example. [Figure 107](a) is a diagram showing an example of a small win game screen during a consecutive pending state displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a NEXT presentation screen (with consecutive pending states) during a consecutive pending state displayed on the third pattern display device in the second control example. [Figure 108] This figure shows an example of a display screen when the number of displayed rounds in a continuous hold sequence displayed on the third pattern display device in the second control example exceeds the MAX (9 rounds). [Figure 109] (a) is a diagram showing an example of a display screen during standby mode displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a performance mode selection screen displayed on the third pattern display device in the second control example. [Figure 110] (a) is a diagram showing an example of a stage transition performance screen during special pattern change displayed on the third pattern display device in the second control example, and (b) is a diagram showing an example of a stage fixation operation screen during special pattern change displayed on the third pattern display device in the second control example. [Figure 111] FIG. 10 is a diagram showing a game flow of a pachinko machine in a second control example. [Figure 112] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a second control example. [Figure 113] FIG. 10 is a diagram illustrating a schematic configuration of various counters in a second control example. [Figure 114] FIG. 10 is a block diagram showing the configuration of the ROM of the main control device in the second control example. [Figure 115] FIG. 10 is a block diagram showing the configuration of the RAM of the main control device in the second control example. [Figure 116] (a) is a block diagram showing the configuration of the first winning random number table set in the ROM of the main control device in the second control example, (b) is a diagram showing the schematic contents of the special pattern 1 random number table set in the ROM of the main control device in the second control example, and (c) is a diagram showing the schematic contents of the special pattern 2 random number table set in the ROM of the main control device in the second control example. [Figure 117](a) is a block diagram showing the contents of the jackpot type selection table set in the ROM of the main control device in the second control example, and (b) is a schematic diagram showing the contents of the time-saving granting table set in the ROM of the main control device in the second control example. [Figure 118] This is a diagram showing the specified contents of the small win type selection table set in the ROM of the main control device 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 device in the second control example, and (b) is a diagram showing the specified contents of the normal variation pattern table set in the ROM of the main control device in the second control example. [Figure 120] (a) is a diagram showing a schematic representation of the prescribed contents of the time-saving variation pattern table set in the ROM of the main control device in the second control example; (b) is a diagram showing a schematic representation of the prescribed contents of the special time-saving variation pattern table set in the ROM of the main control device in the second control example; and (c) is a diagram showing a schematic representation of the prescribed contents of the time-saving final variation pattern table set in the ROM of the main control device in the second control example. [Figure 121] A diagram showing a schematic diagram of the specified contents of the fluctuation pattern scenario table set in the ROM of the main control device in the second control example. [Figure 122] 10(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the second control example, and FIG. 10(b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the second control example. [Figure 123] (a) is a diagram showing a schematic representation of the contents of the defeat number selection table set in the ROM of the voice lamp control device in the second control example, and (b) is a diagram showing a schematic representation of the contents of the defeat performance mode selection table set in the ROM of the voice lamp control device in the second control example. [Figure 124] 10 is a diagram showing a schematic diagram of the specified contents of the additional / decreasing value selection table set in the ROM of the voice lamp control device in the second control example. FIG. [Figure 125](a) is a diagram showing a schematic representation of the prescribed contents of the performance stage data table set in the ROM of the voice lamp control device in the second control example, and (b) is a diagram showing a schematic representation of the prescribed contents of the game environment data table set in the ROM of the voice lamp control device in the second control example. [Figure 126] FIG. 10 is a block diagram showing the electrical configuration of the display control device in a second control example. [Figure 127] 10(a) to 10(c) are explanatory diagrams illustrating images when the power is turned on in the second control example. [Figure 128] FIG. 10(a) is an explanatory diagram illustrating a rear surface A in the second control example, and FIG. 10(b) is an explanatory diagram illustrating rear surfaces B to D in the second control example. [Figure 129] FIG. 10 is a diagram schematically illustrating an example of a display data table in a second control example. [Figure 130] FIG. 10 is a diagram schematically illustrating an example of a transfer data table in the second control example. [Figure 131] FIG. 10 is a diagram schematically illustrating an example of a drawing list in a second control example. [Figure 132] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device in the second control example. [Figure 133] 10 is a flowchart showing a counter update process executed by an MPU in the main control device in the second control example. [Figure 134] 10 is a flowchart showing the special symbol variation process executed by the MPU in the main control device in the second control example. [Figure 135] 10 is a flowchart showing a special symbol determination process executed by an MPU in the main control device in the second control example. [Figure 136] 10 is a flowchart showing the special symbol variation pattern selection process executed by the MPU in the main control device in the second control example. [Figure 137] 10 is a flowchart showing the small win start setting process executed by the MPU in the main control device in the second control example. [Figure 138]10 is a flowchart showing a time-saving update process executed by an MPU in the main control device in the second control example. [Figure 139] 10 is a flowchart showing the small win time reduction update process executed by the MPU in the main control device in the second control example. [Figure 140] 10 is a flowchart showing the winning process executed by the MPU in the main control device in the second control example. [Figure 141] A flowchart showing the start-up winning process executed by the MPU in the main control device in the second control example. [Figure 142] 10 is a flowchart showing a read-ahead process executed by an MPU in the main control device in the second control example. [Figure 143] 10 is a flowchart showing a V inlet passing process executed by an MPU in the main control device in a second control example. [Figure 144] 10 is a flowchart showing a V-passing process executed by an MPU in the main control device in a second control example. [Figure 145] 10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the second control example. [Figure 146] 10 is a flowchart showing a through gate passing process executed by an MPU in the main control device in the second control example. [Figure 147] 10 is a flowchart showing NMI processing executed by the MPU in the main control device in the second control example. [Figure 148] 10 is a flowchart showing the start-up process executed by the MPU in the main control device in the second control example. [Figure 149] 10 is a flowchart showing main processing executed by an MPU in the main control device in a second control example. [Figure 150] 10 is a flowchart showing a winning control process executed by an MPU in the main control device in the second control example. [Figure 151]10 is a flowchart showing the big win control process executed by the MPU in the main control device in the second control example. [Figure 152] 10 is a flowchart showing the small win control process executed by the MPU in the main control device in the second control example. [Figure 153] 10 is a flowchart showing the opening and closing process of the paraphernalia executed by the MPU in the main control device in the second control example. [Fig. 154] 10 is a flowchart showing the start-up process executed by the MPU in the voice lamp control device in the second control example. [Figure 155] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device in the second control example. [Figure 156] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the second control example. [Figure 157] 10 is a flowchart showing a hold information related process executed by an MPU in the voice lamp control device in the second control example. [Figure 158] 10 is a flowchart showing a state command process executed by an MPU in the voice lamp control device in the second control example. [Figure 159] 10 is a flowchart showing a winning-related process executed by an MPU in the voice lamp control device in the second control example. [Figure 160] 10 is a flowchart showing the jackpot-related processing executed by the MPU in the voice lamp control device in the second control example. [Figure 161] 10 is a flowchart showing the first big win related processing executed by the MPU in the voice lamp control device in the second control example. [Figure 162] 10 is a flowchart showing the subjugation performance mode determination process executed by the MPU in the voice lamp control device in the second control example. [Figure 163] 10 is a flowchart showing the presentation processing during the first big win round executed by the MPU in the voice lamp control device in the second control example. [Fig. 164] 10 is a flowchart showing the first interval performance processing executed by the MPU in the voice lamp control device in the second control example. [Figure 165] 10 is a flowchart showing the in-round performance processing executed by the MPU in the audio and lamp control device in the second control example. [Figure 166] 10 is a flowchart showing the small win related processing executed by the MPU in the voice lamp control device in the second control example. [Figure 167] 10 is a flowchart showing the variable display setting process executed by the MPU in the voice lamp control device in the second control example. [Figure 168] A flowchart showing the variable performance setting process executed by the MPU in the voice lamp control device in the second control example. [Figure 169] 10 is a flowchart showing the time-saving performance setting process executed by the MPU in the voice lamp control device in the second control example. [Figure 170] 10 is a flowchart showing the frame button input monitoring and performance processing executed by the MPU in the voice lamp control device in the second control example. [Figure 171] 10 is a flowchart showing a fixed mode setting process executed by an MPU in the voice lamp control device in the second control example. [Fig. 172] 10 is a flowchart showing the effect button operation processing executed by the MPU in the voice lamp control device in the second control example. [Figure 173] 10 is a flowchart showing the performance execution management process executed by the MPU in the voice lamp control device in the second control example. [Fig. 174] 10 is a flowchart showing the performance update process executed by the MPU in the voice lamp control device in the second control example. [Figure 175] 10 is a flowchart showing the update process during small win game executed by the MPU in the voice lamp control device in the second control example. [Figure 176]10 is a flowchart showing a main process executed by an MPU in the display control device in the second control example. [Figure 177] 10 is a flowchart showing a boot process executed by an MPU in the display control device in the second control example. [Figure 178] (a) is a flowchart showing command interrupt processing executed by an MPU in a display control device in a second control example, and (b) is a flowchart showing V interrupt processing executed by an MPU in a display control device in a second control example. [Figure 179] 10 is a flowchart showing a command determination process executed by an MPU in the display control device in the second control example. [Figure 180] (a) is a flowchart showing the variation 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 number of rounds command processing executed by the MPU in the display control device in the second control example. [Figure 182] 10 is a flowchart showing an ending command process executed by an MPU in the display control device in the second control example. [Figure 183] (a) is a flowchart showing the fluctuation 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 background 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]10 is a flowchart showing a display setting process executed by an MPU in the display device in a second control example. [Figure 186] 10 is a flowchart showing a warning image setting process executed by an MPU in the display control device in the second control example. [Figure 187] 10 is a flowchart showing a pointer update process executed by an MPU in 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] 10 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device in the second control example. [Figure 190] 10 is a flowchart showing a drawing process executed by an MPU in a display control device in a second control example. [Figure 191] FIG. 11 is a front view of the game board of a pachinko machine in a third control example. [Figure 192] 10(a) to 10(d) are enlarged front views of the periphery of 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 device when it is open in the third control example, (b) is a diagram showing the flow of game balls when the electric device is short-operated in the third control example, and (c) is a diagram showing the flow of game balls when the electric device is long-operated in the third control example. [Figure 194] An exploded oblique view of the V winning device in the third control example. [Figure 195] (a) is a schematic cross-sectional diagram of the V prize-winning device taken along line La in Figure 195(b), (b) is a schematic cross-sectional diagram of the V prize-winning device taken along line Lb in Figure 195(c), and (c) is a top view of the V prize-winning device. [Figure 196](a) and (b) are operation diagrams of the V winning device in the third control example viewed from the rear side. [Figure 197] (a) is a schematic diagram of a plan view of the V prize opening of the V prize winning device in the third control example when the opening and closing door is closed, and (b) is a schematic diagram of a plan view of the V prize opening of the V prize winning device in the third control example when it is open. [Figure 198] 10(a) is a diagram showing the presentation mode during chance time in the third control example, and FIG. 10(b) is a diagram showing the presentation mode in the final fluctuation of chance time in the third control example. [Figure 199] (a) is a diagram showing the presentation mode when C time reduction is won in the final fluctuation of chance time in the third control example, and (b) is a diagram showing the presentation mode when the final fluctuation of chance time in the third control example is lost. [Figure 200] 10(a) and 10(b) are diagrams showing the presentation mode of the charge presentation executed in the latter half of the final fluctuation of the chance time in the third control example. [Figure 201] 10(a) and 10(b) are diagrams showing the presentation mode of the last judge presentation in the third control example. [Figure 202] 10A is a diagram showing the presentation mode when a win is announced in the last judgement presentation in the third control example, and FIG. 10B is a diagram showing the presentation mode 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 showing the typical contents of the table for special chart 1 jackpot in the third control example, and (c) is a diagram showing the typical contents of the table for special chart 2 jackpot in the third control example. [Figure 204] A diagram showing a schematic diagram of the transition of the presentation mode after the final fluctuation of the chance time has started in the third control example. [Figure 205]10A is a diagram showing a schematic diagram of a mode transition method from normal mode in the third control example, and FIG. 10B is a diagram showing a schematic diagram of a mode transition method from chance time in the third control example. [Figure 206] (a) is a diagram showing a schematic diagram of the mode transition method from Super Chance Time in the third control example, and (b) is a diagram showing a schematic diagram of the mode transition method from Last Judgement 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 device of a pachinko machine in the third control example, and (b) is a diagram showing the specified contents of the first winning random number table set in the ROM of the main control device 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 device in the third control example, (b) is a diagram showing the specified contents of the table for final variation in the third control example, and (c) is a diagram showing the specified contents of the table for one variation after the exit in the third control example. [Figure 209] (a) is a diagram showing a schematic representation of the prescribed contents of the table for 2 variations after the exit in the third control example, (b) is a diagram showing a schematic representation of the prescribed contents of the table for 3 variations after the exit in the third control example, and (c) is a diagram showing a schematic representation of the prescribed contents of the table for 4 variations after the exit in the third control example. [Figure 210] (a) is a diagram showing a schematic representation of the contents of the second winning random number table set in the ROM of the main control device in the third control example, (b) is a diagram showing a schematic representation of the contents of the special chart 1 jackpot table in the third control example, and (c) is a diagram showing a schematic representation of the contents of the special chart 2 jackpot table in the third control example. [Figure 211] (a) is a diagram showing a schematic representation of the contents of the time-saving granting table set in the ROM of the main control device in the third control example, and (b) is a diagram showing a schematic representation of the contents of the small win type selection table set in the ROM of the main control device in the third control example. [Figure 212](a) is a diagram showing a schematic representation of the contents of the C time-saving type selection table set in the ROM of the main control device in the third control example; (b) is a diagram showing a schematic representation of the contents of the normal fluctuation pattern selection table set in the ROM of the main control device in the third control example; and (c) is a diagram showing a schematic representation of the contents of the electric operation selection table set in the ROM of the main control device in the third control example. [Figure 213] A diagram showing a schematic diagram of the specified contents of the fluctuation pattern scenario table set in the ROM of the main control device in the third control example. [Figure 214] A block diagram showing the configuration of the RAM in the main control device of the 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 a pachinko machine in the third control example, and (b) is a diagram showing the specifications of the aura color lottery table set in the ROM of the sound lamp control device in the third control example. [Figure 216] FIG. 10 is a block diagram showing the configuration of the RAM in the audio lamp control device of the pachinko machine in the third control example. [Figure 217] 10 is a flowchart showing the special symbol variation process executed by the MPU in the main control device in the third control example. [Figure 218] 10 is a flowchart showing the special symbol jackpot determination process executed by the MPU in the main control device in the third control example. [Figure 219] 10 is a flowchart showing the non-jackpot processing executed by the MPU in the main control device in the third control example. [Figure 220] 10 is a flowchart showing the special symbol variation pattern selection process executed by the MPU in the main control device in the third control example. [Figure 221] 10 is a flowchart showing an update process executed by an MPU in the main control device in the third control example. [Figure 222] This is a flowchart showing the processing performed by the MPU in the main control device when the machine stops without winning a jackpot in the third control example. [Figure 223] 10 is a flowchart showing the small win start processing executed by the MPU in the main control device in the third control example. [Figure 224] 10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the third control example. [Figure 225] 10 is a flowchart showing the start-up process executed by the MPU in the main control device in the third control example. [Figure 226] 10 is a flowchart showing main processing executed by an MPU in the main control device in the third control example. [Figure 227] 10 is a flowchart showing the big win control process executed by the MPU in the main control device in the third control example. [Figure 228] A flowchart showing the winning processing executed by the MPU in the main control device in the third control example. [Figure 229] 10 is a flowchart showing the small win control process executed by the MPU in the main control device in the third control example. [Figure 230] 10 is a flowchart showing a V-passing detection process executed by an MPU in the main control device in the third control example. [Figure 231] 10 is a flowchart showing the performance update process executed by the MPU in the voice lamp control device in the third control example. [Figure 232] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the third control example. [Figure 233] 10 is a flowchart showing a state command receiving process executed by an MPU in the voice lamp control device in the third control example. [Figure 234] A flowchart showing the winning command processing executed by the MPU in the voice lamp control device in the third control example. [Figure 235] 10 is a flowchart showing a winning-related process executed by an MPU in the voice lamp control device in the third control example. [Figure 236] A flowchart showing the special chart 2 performance mode setting process executed by the MPU in the voice lamp control device in the third control example. [Figure 237] A flowchart showing the remaining hold consumption performance setting process executed by the MPU in the voice lamp control device in the third control example. [Figure 238] 13(a) and 13(b) are diagrams showing the presentation mode of the final variation in the chance time in the first modified example of the third control example. [Figure 239] 13(a) and 13(b) are diagrams showing the presentation mode of the final variation in the chance time in the first modified example of the third control example. [Figure 240] 13(a) and 13(b) are diagrams showing the presentation mode in chance time EX in 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 device of a pachinko machine in the first variant of the third control example, and (b) is a diagram showing the specified contents of the first winning random number table set in the ROM of the main control device in the first variant 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 variant of the third control example, (b) is a diagram showing the specified contents of the table for use after the exit in the first variant of the third control example, and (c) is a diagram showing the specified contents of the C time-saving type selection table set in the ROM of the main control device in the first variant of the third control example. [Figure 243] A diagram showing a schematic diagram of the specified contents of the fluctuation pattern scenario table set in the ROM of the main control device 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 voice lamp control device of a pachinko machine in the first variant of the third control example, and (b) is a diagram showing the specified contents of the notification game number selection table set in the ROM of the voice lamp control device in the first variant of the third control example. [Figure 245]FIG. 10 is a diagram showing a schematic representation of the specified contents of the rear image selection table set in the ROM of the voice lamp control device in the first modified example of the third control example. [Figure 246] FIG. 10 is a block diagram showing the configuration of a RAM in a sound lamp control device of a pachinko machine in a first modified example of the third control example. [Figure 247] A flowchart showing the special chart 2 performance mode setting process executed by the MPU in the voice lamp control device in the first variant of the third control example. [Figure 248] A flowchart showing the remaining hold consumption performance setting process executed by the MPU in the voice lamp control device in the first variant of the third control example. [Figure 249] A flowchart showing the performance setting process after G number consumption executed by the MPU in the voice lamp control device in the first variant of the third control example. [Figure 250] 10 is a flowchart showing a special symbol variation process executed by the MPU in the main control device in the second modified example of the third control example. [Figure 251] 13 is a flowchart showing an update process executed by an MPU in the main control device in a second modified example of the third control example. [Figure 252] 10 is a flowchart showing the non-jackpot stop processing executed by the MPU in the main control device in the second modified example of the third control example. [Figure 253] 13 is a flowchart showing a start-up process executed by an MPU in the main control device in a second modified example of the third control example. [Figure 254] A flowchart showing the start-up winning process executed by the MPU in the main control device in the third variant of the third control example. [Figure 255] FIG. 10 is a front view of the game board of a pachinko machine in a fourth modified example of the third control example. [Figure 256] 10(a) and 10(b) are diagrams showing the presentation mode during small win fluctuation when one of small wins F to I is won during 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 device of a pachinko machine in the fifth variant of the third control example, and (b) is a diagram showing the specified contents of the first winning random number table set in the ROM of the main control device in the fifth variant of the third control example. [Figure 258] FIG. 13 is a diagram schematically showing the prescribed contents of the time-shortening granting table set in the ROM of the main control device in the fifth modified example of the third control example. [Figure 259] FIG. 10 is a diagram showing a schematic representation of the contents of the small win 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 voice lamp control device of a pachinko machine in the fifth variant of the third control example, and (b) is a diagram showing the specified contents of the end screen selection table set in the ROM of the voice lamp control device in the fifth variant of the third control example. [Figure 261] A flowchart showing the special chart 2 performance mode setting process executed by the MPU in the voice lamp control device in the fifth variant of the third control example. [Figure 262] 10 is a flowchart showing the end effect setting process executed by the MPU in the voice lamp control device in the fifth modified example of the third control example. [Figure 263] (a) is a diagram showing a schematic representation of the prescribed contents of the first winning random number table set in the ROM of the main control device in the sixth variant of the third control example, and (b) is a diagram showing a schematic representation of the prescribed contents of the time-saving granting table set in the ROM of the main control device in the fifth variant of the third control example. [Figure 264] (a) is a diagram showing a schematic representation of the contents of the normal fluctuation pattern selection table set in the ROM of the main control device in the sixth variant of the third control example, and (b) is a diagram showing a schematic representation of the contents of the electric operation selection table set in the ROM of the main control device in the fifth variant of the third control example. [Figure 265] 10 is a flowchart showing the small win start processing executed by the MPU in the main control device in the sixth modified example of the third control example. [Figure 266] 13 is a flowchart showing a state command receiving process executed by an MPU in the voice lamp control device in a sixth modified example of the third control example. [Figure 267] A flowchart showing the remaining hold consumption performance setting process executed by the MPU in the voice lamp control device in the sixth variant of the third control example. [Figure 268] FIG. 11 is a front view of the game board of a pachinko machine in a seventh modified example of the third control example. [Figure 269] 10(a) to 10(d) are enlarged front views of the periphery of the opening and closing member of the game board in a seventh modified example of the third control example. [Figure 270] FIG. 11 is a front view of the game board of a pachinko machine in the eighth modified example of the third control example. [Fig. 271] 13(a) to 13(d) are enlarged front views of the periphery of the rotating member of the game board in the eighth modified example of the third control example. [Fig. 272] FIG. 11 is a front view of the game board of a pachinko machine in a fourth control example. [Fig. 273] 10(a) to 10(c) are side views of a part of an operating device arranged on a gaming board in a fourth control example. [Fig. 274] (a) is an enlarged oblique view of the fourth control example when the first closing member of the operating device arranged on the gaming board is in the closed position, (b) is an enlarged oblique view of the fourth control example when the first closing member of the operating device arranged on the gaming board is in the open position, (c) is a side view of the fourth control example when the first closing member of the operating device arranged on the gaming board is in the closed position, (d) is a side view of the fourth control example when the first closing member of the operating device arranged on the gaming 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 operating device arranged on the gaming board is in the open position. [Figure 275] (a) is a diagram showing the state just before the game ball flows down the first downflow channel of the operating device arranged on the game board in the fourth control example and pushes down the first crank portion, and (b) is a diagram showing the state after the game ball flows down the first downflow channel of the operating device arranged on the game board in the fourth control example and pushes down the first crank portion. [Figure 276] (a) is a diagram showing the presentation mode in the A time-saving state of the fourth control example, and (b) is a diagram showing the presentation mode after a jackpot game of jackpot A is executed in the A time-saving state of the fourth control example. [Figure 277] (a) is a diagram showing the presentation mode of the treasure hunt presentation in the C time-saving A state of the fourth control example, and (b) is a diagram showing the presentation mode of the V release presentation (A time-saving state) in the treasure hunt presentation of the fourth control example. [Fig. 278] (a) is a diagram showing the presentation mode when a small jackpot is won in 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 mode of the V release presentation in the treasure hunt presentation of the fourth control example. [Figure 279] (a) is a diagram showing the presentation mode of the full notification presentation in the treasure hunt presentation of the fourth control example, and (b) is a diagram showing the presentation mode during a jackpot game during the treasure hunt presentation of the fourth control example. [Figure 280] This figure shows a timing chart of the special pattern that is executed when the C time-saving A state is won in the A time-saving state of the fourth control example, and the operation of the normal electric device and operating valve. [Figure 281] A diagram showing the game flow for transitioning from the normal state to time-shortened state A and time-shortened state C in the fourth control example. [Figure 282] A figure showing the game flow in which the C time-shortening state of the fourth control example transitions from the set state to the normal state and then to the A time-shortening state. [Figure 283] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a fourth control example. [Fig. 284] FIG. 10 is a diagram schematically illustrating the configuration of various counters in a fourth control example. [Figure 285] FIG. 10 is a diagram showing the contents of the ROM of the main control device in the fourth control example. [Figure 286] FIG. 10 is a diagram showing a schematic diagram of the contents of the RAM of the main control device in the fourth control example. [Figure 287](a) is a diagram showing a schematic representation of the prescribed contents of the first winning random number table in the ROM of the main control device in the fourth control example; (b) is a diagram showing a schematic representation of the prescribed contents of the special pattern 1 random number table in the first winning random number table in the ROM of the main control device in the fourth control example; (c) is a diagram showing a schematic representation of the prescribed contents of the special pattern 2 random number table in the first winning random number table in the ROM of the main control device in the fourth control example; and (d) is a diagram showing a schematic representation of the prescribed contents of the jackpot type selection table in the ROM of the main control device in the fourth control example. [Figure 288] (a) is a diagram showing a schematic representation of the contents of the fluctuation pattern selection table of the ROM of the main control device in the fourth control example, and (b) is a diagram showing a schematic representation of the contents of the normal fluctuation pattern table of the fluctuation pattern selection table of the ROM of the main control device in the fourth control example. [Figure 289] (a) is a diagram showing a schematic representation of the contents of the time-saving fluctuation pattern table A in the fluctuation pattern selection table of the ROM of the main control device in the fourth control example, and (b) is a diagram showing a schematic representation of the contents of the time-saving fluctuation pattern table C in the fluctuation pattern selection table of the ROM of the main control device in the fourth control example. [Figure 290] (a) is a diagram showing a schematic representation of the contents of the time-saving granting table in the ROM of the main control device in the fourth control example; (b) is a diagram showing a schematic representation of the contents of the small win type selection table in the ROM of the main control device in the fourth control example; (c) is a diagram showing a schematic representation of the contents of the C time-saving type selection table in the ROM of the main control device in the fourth control example; and (d) is a diagram showing a schematic representation of the contents of the C time-saving condition granting table in the ROM of the main control device in the fourth control example. [Figure 291] A diagram showing the contents of the normal power internal switching setting table in the ROM of the main control device in the fourth control example. [Figure 292] A diagram showing the specified contents of the RAM of the voice lamp control device in the fourth control example. [Figure 293] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device in the fourth control example. [Fig. 294] 10 is a flowchart showing a counter update process executed by an MPU in the main control device in the fourth control example. [Figure 295] 10 is a flowchart showing the special symbol variation process executed by the MPU in the main control device in the fourth control example. [Figure 296] 10 is a flowchart showing a lottery result determination process executed by an MPU in the main control device in the fourth control example. [Figure 297] 10 is a flowchart showing a time-saving update process executed by an MPU in the main control device in a fourth control example. [Figure 298] 10 is a flowchart showing a pattern stop determination process executed by an MPU in the main control device in the fourth control example. [Figure 299] 10 is a flowchart showing a C time-shortening setting process executed by an MPU in the main control device in a fourth control example. [Figure 300] 10 is a flowchart showing a variable standby setting process executed by an MPU in the main control device in the fourth control example. [Figure 301] 10 is a flowchart showing the next variation setting process executed by the MPU in the main control device in the fourth control example. [Figure 302] 10 is a flowchart showing a special symbol determination process executed by an MPU in the main control device in the fourth control example. [Figure 303] 10 is a flowchart showing the special symbol variation pattern selection process executed by the MPU in the main control device in the fourth control example. [Figure 304] A flowchart showing the winning processing executed by the MPU in the main control device in the fourth control example. [Figure 305] A flowchart showing the start-up winning process executed by the MPU in the main control device in the fourth control example. [Figure 306](a) is a flowchart showing the first special pattern storage area processing executed by the MPU in the main control device in the fourth control example, and (b) is a flowchart showing the second special pattern storage area processing executed by the MPU in the main control device in the fourth control example. [Figure 307] 10 is a flowchart showing a read-ahead process executed by an MPU in the main control device in a fourth control example. [Figure 308] A flowchart showing the C time-saving reservation number reaching processing executed by the MPU in the main control device in the fourth control example. [Figure 309] 10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the fourth control example. [Figure 310] 10 is a flowchart showing the normal symbol lottery process executed by the MPU in the main control device in the fourth control example. [Figure 311] 10 is a flowchart showing the normal symbol determination process executed by the MPU in the main control device in the fourth control example. [Figure 312] 10 is a flowchart showing main processing executed by an MPU in the main control device in a fourth control example. [Figure 313] 10 is a flowchart showing a normal power internal switching process executed by an MPU in a main control device in a fourth control example. [Figure 314] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device in the fourth control example. [Figure 315] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the fourth control example. [Figure 316] A flowchart showing the C time-saving hold number confirmation process executed by the MPU in the voice lamp control device in the fourth control example. [Figure 317] 10 is a flowchart showing the treasure hunt over winning process executed by the MPU in the voice lamp control device in the fourth control example. [Figure 318](a) is a diagram showing a schematic representation of the contents of the C time-saving variable pattern table in the ROM of the main control device in variant example 1 of the fourth control example, and (b) is a diagram showing a schematic representation of the contents of the C time-saving condition grant table in the ROM of the main control device in variant example 1 of the fourth control example. [Figure 319] 13 is a flowchart showing a pattern stop determination process executed by an MPU in the main control device in Modification 1 of the fourth control example. [Figure 320] 13 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in variant example 1 of the fourth control example. [Figure 321] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device in variant example 1 of the fourth control example. [Figure 322] A flowchart showing the special diagram confirmation command processing executed by the MPU in the voice lamp control device in variant example 1 of the fourth control example. [Figure 323] 13 is a flowchart showing a V interrupt process executed by an MPU in the display control device in Modification 1 of the fourth control example. [Figure 324] 13 is a flowchart showing a command determination process executed by an MPU in the display control device in Modification 1 of the fourth control example. [Figure 325] (a) is a flowchart showing the treasure hunt effect command processing executed by the MPU in the display control device in variant example 1 of the fourth control example, and (b) is a flowchart showing the diamond number command processing executed by the MPU in the display control device in variant example 1 of the fourth control example. [Figure 326] (a) is a diagram showing the presentation mode of the V-emission presentation in the second variant of the fourth control example, and (b) is a diagram showing the presentation mode of the V-emission presentation in the second variant of the fourth control example. [Figure 327] FIG. 10 is a diagram showing a schematic diagram of the specified contents of the RAM of the voice lamp control device in the second modified example of the fourth control example. [Figure 328]10 is a flowchart showing a variable display setting process executed by an MPU in a voice lamp control device in the second modified example of the fourth control example. [Figure 329] 10 is a flowchart showing the treasure presentation processing executed by the MPU in the voice lamp control device in the second variant of the fourth control example. [Figure 330] (a) is a diagram showing the presentation mode after winning the C time-saving mode in the third variant of the fourth control example, and (b) is a diagram showing the presentation mode when the first operating port is won in the C time-saving mode B state in the third variant of the fourth control example. [Figure 331] A figure showing the presentation mode when the ball enters the second operating port in the C time-shortened B state in the third variant of the fourth control example. [Figure 332] FIG. 13 is a diagram schematically showing the contents of the ROM of the main control device in the third modified example of the fourth control example. [Figure 333] FIG. 13 is a diagram showing a schematic diagram of the contents of the time-saving condition granting table C in the ROM of the main control device in the third modified example of the fourth control example. [Figure 334] A flowchart showing the winning processing executed by the MPU in the main control device in the third variant of the fourth control example. [Figure 335] 13 is a flowchart showing a non-electric starting process executed by an MPU in the main control device in a third modified example of the fourth control example. [Figure 336] 10 is a flowchart showing the normal symbol determination process executed by the MPU in the main control device in the third modified example of the fourth control example. [Figure 337] 13 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the third modified example of the fourth control example. [Figure 338] (a) is a diagram showing the presentation mode of the A time-saving state in the fourth variant of the fourth control example, and (b) is a diagram showing the presentation mode when the C time-saving win occurs in the A time-saving state in the fourth variant of the fourth control example. [Figure 339] FIG. 13 is a diagram schematically showing the contents of the ROM of the main control device in a fourth modified example of the fourth control example. [Figure 340] (a) is a diagram showing a schematic representation of the prescribed contents of the variation pattern selection table set in the ROM of the main control device in the fourth variant of the fourth control example, and (b) is a diagram showing a schematic representation of the prescribed contents of the A time-saving variation pattern table of the variation pattern selection table set in the ROM of the main control device in the fourth variant of the fourth control example. [Figure 341] A flowchart showing the variable display setting process executed by the MPU in the voice lamp control device in the fourth modified example of the fourth control example. [Figure 342] 10 is a flowchart showing a treasure chest effect processing executed by an MPU in the voice lamp control device in the fourth modified example of the fourth control example. [Figure 343] A figure showing the presentation mode executed when the specified number of reserved games is reached from the C time-saving state in the fifth variant of the fourth control example and the normal game state is set. [Figure 344] FIG. 13 is a diagram showing a schematic diagram of the contents of the ROM of the main control device in a fifth modified example of the fourth control example. [Figure 345] (a) is a diagram showing a schematic representation of the prescribed contents of the first winning random number table set in the ROM of the main control device in the fifth variant of the fourth control example, and (b) is a diagram showing a schematic representation of the prescribed contents of the special pattern 2 random number table of the first winning random number table set in the ROM of the main control device in the fifth variant of the fourth control example. [Figure 346] (a) is a diagram showing a schematic representation of the contents of the variable pattern selection table set in the ROM of the main control device in the fifth variant of the fourth control example, and (b) is a diagram showing a schematic representation of the contents of the variable pattern table for time reduction A in the variable pattern selection table set in the ROM of the main control device in the fifth variant of the fourth control example. [Figure 347](a) is a diagram showing a schematic representation of the contents of the C time-saving type selection table set in the ROM of the main control device in the fifth variant of the fourth control example; (b) is a diagram showing a schematic representation of the contents of the C time-saving condition granting table set in the ROM of the main control device in the fifth variant of the fourth control example; and (c) is a diagram showing a schematic representation of the contents of the RAM of the voice lamp control device in the fifth variant of the fourth control example. [Figure 348] 13 is a flowchart showing a C time-shortening setting process executed by an MPU in the main control device in a fifth modified example of the fourth control example. [Figure 349] 10 is a flowchart showing the C time-saving retention arrival processing executed by the MPU in the main control device in the fifth modified example of the fourth control example. [Figure 350] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in a fifth modified example of the fourth control example. [Figure 351] 10 is a flowchart showing a V display confirmation process executed by an MPU in a voice lamp control device in a fifth modified example of the fourth control example. [Figure 352] FIG. 10 is a diagram showing the specified contents of the RAM of the voice lamp control device in the sixth modified example of the fourth control example. [Figure 353] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in a sixth modified example of the fourth control example. [Figure 354] 13 is a flowchart showing a hold information related process executed by an MPU in the voice lamp control device in a sixth modified example of the fourth control example. [Figure 355] 10 is a flowchart showing an indicator process executed by an MPU in the voice lamp control device in a sixth modified example of the fourth control example. [Figure 356] 10 is a flowchart showing the top-up processing executed by the MPU in the voice lamp control device in the sixth modified example of the fourth control example. [Figure 357]A flowchart showing the C time-saving hold number confirmation process executed by the MPU in the voice lamp control device in the sixth variant of the fourth control example. [Figure 358] FIG. 11 is a front view of a pachinko machine in a fifth control example. [Figure 359] FIG. 11 is a front view of the game board of a pachinko machine in a fifth control example. [Figure 360] FIG. 11 is a partially enlarged view of the game board of a pachinko machine in a fifth control example. [Figure 361] A disassembled front oblique view of the V winning device of the fifth control example. [Figure 362] (a) is a cross-sectional view of the V winning device at the La-La line in the fifth control example, (b) is a cross-sectional view of the V winning device at the Lb-Lb line in the fifth control example, and (c) is a top view of the V winning device in the fifth control example. [Figure 363] (a) is a rear view of the rear cover body showing the state in which the switching member is activated so that game balls are diverted to the special discharge flow path in the fifth control example, and (b) is a rear view of the rear cover body showing the state in which the flow path solenoid in the fifth control example is not activated and the guide piece of the switching member blocks the opening surface of the entrance to the special discharge flow path. [Figure 364] (a) is a schematic diagram of a plan view of the V prize opening of the V prize winning device in the fifth control example when the opening and closing door is closed, and (b) is a schematic diagram of a plan view of the V prize opening of the V prize winning device in the fifth control example when it is open. [Figure 365] 10(a) is a front view of the effect button of the pachinko machine in the fifth control example, and FIG. 10(b) is a front view of the selection button of the pachinko machine in the fifth control example. [Figure 366] FIG. 11 is a rear view of the game board of a pachinko machine in the fifth control example. [Figure 367] 10(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen in the fifth control example, and FIG. 10(b) is a diagram illustrating the actual display screen in the fifth control example. [Figure 368] A figure showing an example of a display screen displayed on the third pattern display device during standby mode in the fifth control example. [Figure 369] FIG. 10 is a diagram showing the game flow of a pachinko machine in the fifth control example. [Figure 370] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a fifth control example. [Figure 371] FIG. 13 is a diagram illustrating a schematic configuration of various counters in a fifth control example. [Figure 372] FIG. 13 is a block diagram showing the configuration of the ROM of the main control device in the fifth control example. [Figure 373] FIG. 13 is a block diagram showing the configuration of the RAM of the main control device in the fifth control example. [Figure 374] (a) is a block diagram showing the configuration of the first winning random number table set in the ROM of the main control device in the fifth control example, (b) is a diagram showing the specified contents of the special pattern 1 random number table set in the ROM of the main control device in the fifth control example, and (c) is a diagram showing the specified contents of the special pattern 2 random number table set in the ROM of the main control device in the fifth control example. [Figure 375] (a) is a block diagram showing the prescribed contents of the jackpot type selection table set in the ROM of the main control device in the fifth control example, and (b) is a schematic diagram showing the prescribed contents of the second jackpot random number table set in the ROM of the main control device 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 device in the fifth control example, and (b) is a diagram showing a schematic diagram of the specified contents of the normal variation pattern table set in the ROM of the main control device in the fifth control example. [Figure 377] (a) is a diagram showing a schematic representation of the contents of the time-saving fluctuation pattern table set in the ROM of the main control device in the fifth control example, and (b) is a diagram showing a schematic representation of the contents of the time-saving final fluctuation pattern table set in the ROM of the main control device in the fifth control example. [Figure 378](a) is a diagram showing a schematic representation of the contents of the time-saving granting table set in the ROM of the main control device in the fifth control example, (b) is a diagram showing a schematic representation of the contents of the small win type selection table set in the ROM of the main control device in the fifth control example, and (c) is a block diagram showing the configuration of the opening scenario table set in the ROM of the main control device in the fifth control example. [Figure 379] A diagram showing a schematic diagram of the specified contents of the fluctuation pattern scenario table set in the ROM of the main control device in the fifth control example. [Figure 380] FIG. 10 is a block diagram showing the configuration of the ROM of the voice lamp control device in the fifth control example. [Figure 381] FIG. 10 is a block diagram showing the configuration of the RAM of the voice lamp control device in the fifth control example. [Figure 382] A diagram showing a schematic diagram of the specified contents of the gaming environment data table set in the ROM of the voice lamp control device in the fifth control example. [Figure 383] FIG. 10 is a block diagram showing the electrical configuration of a display control device in a fifth control example. [Figure 384] 10(a) to 10(c) are explanatory diagrams illustrating images displayed when the power is turned on in the fifth control example. [Figure 385] FIG. 10(a) is an explanatory diagram illustrating a rear surface A in the fifth control example, and FIG. 10(b) is an explanatory diagram illustrating rear surfaces B to D in the fifth control example. [Figure 386] FIG. 13 is a diagram schematically illustrating an example of a display data table in a fifth control example. [Figure 387] FIG. 13 is a diagram illustrating an example of a transfer data table in the fifth control example. [Figure 388] FIG. 13 is a diagram schematically illustrating an example of a drawing list in a fifth control example. [Figure 389] 13 is a flowchart showing a timer interrupt process executed by an MPU in the main control device in the fifth control example. [Figure 390] 13 is a flowchart showing a counter update process executed by an MPU in the main control device in the fifth control example. [Figure 391] 10 is a flowchart showing the special symbol variation process executed by the MPU in the main control device in the fifth control example. [Figure 392] (a) is a flowchart showing the second special pattern reservation processing executed by the MPU in the main control device in the fifth control example, and (b) is a flowchart showing the first special pattern reservation processing executed by the MPU in the main control device in the fifth control example. [Figure 393] 13 is a flowchart showing a special symbol determination process executed by an MPU in the main control device in the fifth control example. [Figure 394] 10 is a flowchart showing the special symbol variation pattern selection process executed by the MPU in the main control device in the fifth control example. [Figure 395] 13 is a flowchart showing a time-saving update process executed by an MPU in the main control device in the fifth control example. [Figure 396] 13 is a flowchart showing a winning time reduction update process executed by an MPU in the main control device in the fifth control example. [Figure 397] A flowchart showing the winning processing executed by the MPU in the main control device in the fifth control example. [Figure 398] A flowchart showing the start-up winning process executed by the MPU in the main control device in the fifth control example. [Figure 399] 13 is a flowchart showing a read-ahead process executed by an MPU in the main control device in the fifth control example. [Figure 400] A flowchart showing the attacker winning processing executed by the MPU in the main control device in the fifth control example. [Figure 401] 10 is a flowchart showing the large prize entry slot winning process executed by the MPU in the main control device in the fifth control example. [Figure 402] A flowchart showing the specific prize winning processing executed by the MPU in the main control device in the fifth control example. [Figure 403]10 is a flowchart showing a V-passing process executed by an MPU in the main control device in the fifth control example. [Figure 404] 10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the fifth control example. [Figure 405] 13 is a flowchart showing a through gate passing process executed by an MPU in the main control device in the fifth control example. [Figure 406] 13 is a flowchart showing NMI processing executed by the MPU in the main control device in the fifth control example. [Figure 407] 13 is a flowchart showing the start-up process executed by the MPU in the main control device in the fifth control example. [Figure 408] 13 is a flowchart showing main processing executed by an MPU in the main control device in the fifth control example. [Figure 409] 13 is a flowchart showing a winning control process executed by an MPU in the main control device in the fifth control example. [Figure 410] 10 is a flowchart showing the big win control process executed by the MPU in the main control device in the fifth control example. [Figure 411] 10 is a flowchart showing the small win control process executed by the MPU in the main control device in the fifth control example. [Figure 412] A flowchart showing the reel opening and closing process executed by the MPU in the main control unit in the fifth control example. [Figure 413] 10 is a flowchart showing the start-up process executed by the MPU in the voice lamp control device in the fifth control example. [Figure 414] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 415] 10 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device in a fifth control example. [Figure 416]10 is a flowchart showing hold information related processing executed by an MPU in the voice lamp control device in the fifth control example. [Figure 417] 10 is a flowchart showing a state command process executed by an MPU in the voice lamp control device in the fifth control example. [Figure 418] 10 is a flowchart showing the winning-related processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 419] 10 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] 10 is a flowchart showing the small win related processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 421] 10 is a flowchart showing the variable display setting process executed by the MPU in the voice lamp control device in the fifth control example. [Figure 422] A flowchart showing the variable performance setting process executed by the MPU in the voice lamp control device in the fifth control example. [Figure 423] 10 is a flowchart showing the time-saving performance setting process executed by the MPU in the voice lamp control device in the fifth control example. [Figure 424] 10 is a flowchart showing the frame button input monitoring and performance processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 425] 10 is a flowchart showing the performance update processing executed by the MPU in the voice lamp control device in the fifth control example. [Figure 426] 13 is a flowchart showing the update process during small win game executed by the MPU in the voice lamp control device in the fifth control example. [Figure 427] 13 is a flowchart showing a main process executed by an MPU in the display control device in the fifth control example. [Figure 428] 13 is a flowchart showing boot processing executed by an MPU in the display control device in the fifth control example. [Figure 429] (a) is a flowchart showing command interrupt processing executed by an MPU in a display control device in a fifth control example, and (b) is a flowchart showing V interrupt processing executed by an MPU in a display control device in a fifth control example. [Fig. 430] 13 is a flowchart showing a command determination process executed by an MPU in the display control device in the fifth control example. [Figure 431] (a) is a flowchart showing the variation 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 number of rounds command processing executed by the MPU in the display control device in the fifth control example. [Figure 433] 13 is a flowchart showing an ending command process executed by an MPU in the display control device in the fifth control example. [Fig. 434] (a) is a flowchart showing the fluctuation 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] 13 is a flowchart showing a display setting process executed by an MPU in a display device in a fifth control example. [Figure 436] 13 is a flowchart showing a pointer update process executed by an MPU in the display control device in the fifth control example. [Figure 437] (a) is a flowchart showing the transfer setting process 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 process executed by the MPU in the display control device in the fifth control example. [Fig. 438] 13 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device in the fifth control example. [Figure 439] 13 is a flowchart showing a drawing process executed by an MPU in a display control device in a fifth control example. [Fig. 440] (a) is a diagram showing an example of a small win game screen in the time-saving state (during rush) displayed on the third pattern 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 pattern display device in the fifth control example. [Figure 441] (a) is a diagram showing an example of a display screen of the final fluctuation (miss) of the time-saving state (during a rush) displayed on the third pattern display device in the fifth control example, and (b) is a diagram showing an example of a pull-back performance screen after the time-saving state ends displayed on the third pattern display device in the fifth control example. [Figure 442] (a) is a diagram showing an example of a pull-back performance end screen displayed on the third pattern display device in the fifth control example, and (b) is a diagram showing an example of a rush result display screen displayed on the third pattern display device in the fifth control example. [Figure 443] FIG. 10 is a front view of a pachinko machine in a sixth control example. [Figure 444] (a) is a partially enlarged view showing the second distributing member in the protruding position in the sixth control example, and (b) is a partially enlarged view showing the second distributing member in the recessed position in the sixth control example. [Figure 445] (a) is a front view of the sixth control example when the electric prop is positioned in the protruding position, (b) is a top view of the sixth control example when the electric prop is positioned in the protruding position, (c) is a front view of the sixth control example when the electric prop is positioned in the buried position, and (d) is a top view of the sixth control example when the electric prop is positioned in the buried position. [Figure 446](a) is a diagram showing an example of the display screen of the time-saving jackpot opening displayed on the third pattern display device in the sixth control example, and (b) is a diagram showing an example of the display screen of the normal jackpot opening displayed on the third pattern display device in the sixth control example. [Figure 447] (a) is a diagram showing an example of a display screen when the effect of setting the number of prize balls at the time of the first jackpot, displayed on the third pattern display device in the sixth control example, begins, and (b) is a diagram showing an example of a display screen when the number of prize balls at the time of the first jackpot, displayed on the third pattern display device, is determined in the sixth control example. [Figure 448] (a) is a diagram showing an example of a display screen of the ending of a jackpot displayed on the third pattern display device in the sixth control example, and (b) is a diagram showing an example of a display screen at the start of a variable effect during a rush displayed on the third pattern display device in the sixth control example. [Figure 449] (a) is a diagram showing an example of a display screen when the variable pattern displayed on the third pattern display device in the sixth control example is confirmed as a C time reduction, and (b) is a diagram showing an example of a display screen when the variable pattern displayed on the third pattern display device in the sixth control example is confirmed as a miss. [Figure 450] (a) is a diagram showing an example of a display screen of the jackpot ending after the special electric activation port is entered, displayed on the third pattern display device in the sixth control example, and (b) is a diagram showing an example of a display screen when the variable pattern displayed on the third pattern display device in the sixth control example is confirmed as a jackpot. [Figure 451] (a) is a diagram showing an example of a display screen when the number of prize balls determined for the first jackpot displayed on the third pattern display device in the sixth control example is the best number of prize balls, and (b) is a diagram showing an example of a display screen when the best number of prize balls determined for the first jackpot displayed on the third pattern display device in the sixth control example is determined. [Figure 452] FIG. 10 is a diagram showing the game flow of a pachinko machine in the sixth control example. [Figure 453] A diagram showing a schematic diagram of the timing of winning the C time-saving prize in the A time-saving state in the sixth control example. [Figure 454](a) is a diagram showing a schematic diagram of the timing of the special electric activation port entering when a C time-saving win is made in the A time-saving state in the sixth control example, and (b) is a diagram showing a schematic diagram of the timing of the special electric activation port entering when a losing win is made in the A time-saving state in the sixth control example. [Figure 455] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a sixth control example. [Figure 456] FIG. 13 is a diagram illustrating a schematic configuration of various counters in a sixth control example. [Figure 457] FIG. 13 is a block diagram showing the configuration of the ROM of the main control device in the sixth control example. [Figure 458] FIG. 13 is a block diagram showing the configuration of the RAM of the main control device in the sixth control example. [Fig. 459] (a) is a diagram showing a schematic diagram of the configuration of the first winning random number table set in the ROM of the main control device in the sixth control example, (b) is a diagram showing a schematic diagram of the prescribed contents of the special pattern 1 random number table set in the ROM of the main control device in the sixth control example, (c) is a diagram showing a schematic diagram of the prescribed contents of the special pattern 2 random number table set in the ROM of the main control device in the sixth control example, and (d) is a diagram showing a schematic diagram of the prescribed contents of the jackpot type selection table set in the ROM of the main control device in the sixth control example. [Figure 460] (a) is a diagram showing a schematic configuration of the variation pattern selection table set in the ROM of the main control device in the sixth control example, (b) is a diagram showing a schematic configuration of the normal variation pattern table set in the ROM of the main control device in the sixth control example, and (c) is a diagram showing a schematic configuration of the A time-saving variation pattern table set in the ROM of the main control device in the sixth control example. [Figure 461] (a) is a diagram showing a schematic representation of the contents of the C time-saving variable pattern table set in the ROM of the main control device in the sixth control example, and (b) is a diagram showing a schematic representation of the contents of the time-saving grant table set in the ROM of the main control device in the sixth control example. [Figure 462](a) is a diagram showing a schematic representation of the contents of the C time-saving type selection table set in the ROM of the main control device in the sixth control example, and (b) is a diagram showing a schematic representation of the contents of the C time-saving condition assignment table set in the ROM of the main control device in the sixth control example. [Figure 463] A block diagram showing the configuration of the ROM of the voice lamp control device in the sixth control example. [Fig. 464] A block diagram showing the configuration of the RAM of the voice lamp control device in the sixth control example. [Figure 465] A diagram showing a schematic diagram of the specified contents of the ball output effect lottery table set in the ROM of the voice lamp control device in the sixth control example. [Figure 466] A diagram showing a schematic diagram of the specified contents of the secondary opening setting table set in the ROM of the voice lamp control device in the sixth control example. [Figure 467] 13 is a flowchart showing a timer interrupt process executed by an MPU in the main control device in the sixth control example. [Fig. 468] 13 is a flowchart showing a counter update process executed by an MPU in the main control device in the sixth control example. [Figure 469] 13 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] 13 is a flowchart showing a lottery result determination process executed by an MPU in the main control device in the sixth control example. [Figure 471] 13 is a flowchart showing a time-saving update process executed by an MPU in the main control device in the sixth control example. [Figure 472] (a) is a flowchart showing the second special pattern reservation processing executed by the MPU in the main control device in the sixth control example, and (b) is a flowchart showing the first special pattern reservation processing executed by the MPU in the main control device in the sixth control example. [Fig. 473] 13 is a flowchart showing a special symbol determination process executed by an MPU in the main control device in the sixth control example. [Fig. 474] A flowchart showing the start-up winning process executed by the MPU in the main control device in the sixth control example. [Figure 475] 13 is a flowchart showing a read-ahead process executed by an MPU in the main control device in the sixth control example. [Figure 476] A flowchart showing the specific prize winning processing executed by the MPU in the main control device in the sixth control example. [Figure 477] 13 is a flowchart showing a V-passing process executed by an MPU in the main control device in the sixth control example. [Figure 478] 10 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the sixth control example. [Figure 479] 13 is a flowchart showing the normal symbol lottery process executed by the MPU in the main control device in the sixth control example. [Figure 480] 10 is a flowchart showing the normal symbol determination process executed by the MPU in the main control device in the sixth control example. [Figure 481] A flowchart showing the special power activation port winning processing executed by the MPU in the main control device in the sixth control example. [Figure 482] 10 is a flowchart showing the big win control process executed by the MPU in the main control device in the sixth control example. [Figure 483] (a) is a flowchart showing the jackpot start processing executed by the MPU in the main control device in the sixth control example, and (b) is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the sixth control example. [Figure 484] A flowchart showing the reel opening and closing process executed by the MPU in the main control device in the sixth control example. [Figure 485] 13 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the sixth control example. [Figure 486]13 is a flowchart showing a state command process executed by an MPU in the voice lamp control device in the sixth control example. [Figure 487] 10 is a flowchart showing the C time-saving state transition process executed by the MPU in the voice lamp control device in the sixth control example. [Figure 488] 13 is a flowchart showing the winning-related processing executed by the MPU in the voice lamp control device in the sixth control example. [Figure 489] 10 is a flowchart showing the jackpot-related processing executed by the MPU in the voice lamp control device in the sixth control example. [Figure 490] A flowchart showing the secondary ball output presentation processing executed by the MPU in the voice lamp control device in the sixth control example. [Figure 491] 10 is a flowchart showing the secondary hold information confirmation process executed by the MPU in the voice lamp control device in the sixth control example. [Figure 492] A flowchart showing the secondary ball output effect setting process executed by the MPU in the voice lamp control device in the sixth control example. [Figure 493] 13 is a flowchart showing the secondary ending processing executed by the MPU in the voice lamp control device in the sixth control example. [Figure 494] 13 is a flowchart showing a secondary opening process executed by an MPU in the voice lamp control device in the sixth control example. [Figure 495] A flowchart showing the variable performance setting process executed by the MPU in the voice lamp control device in the sixth control example. [Figure 496] 13 is a flowchart showing the bag effect setting process executed by the MPU in the voice lamp control device in the sixth control example. [Figure 497] A diagram showing a schematic diagram of the timing of C time reduction activation by winning the special electric activation port in the first variant of the sixth control example. [Figure 498] FIG. 20 is a block diagram showing the configuration of the ROM of the main control device in a first modified example of the sixth control example. [Figure 499] FIG. 20 is a block diagram showing the configuration of the RAM of the main control device in a first modified example of the sixth control example. [Figure 500] A diagram showing a schematic diagram of the prescribed contents of the big win type selection table set in the ROM of the main control device in the first modified example of the sixth control example. [Figure 501] FIG. 22 is a diagram schematically showing the prescribed contents of the time-shortening granting table set in the ROM of the main control device in the first modified example of the sixth control example. [Figure 502] 13 is a flowchart showing a time-saving update process executed by an MPU in the main control device in a first modified example of the sixth control example. [Figure 503] 13 is a flowchart showing the normal symbol determination process executed by the MPU in the main control device in the first modified example of the sixth control example. [Figure 504] A flowchart showing the special power activation port winning processing executed by the MPU in the main control device in the first variant of the sixth control example. [Figure 505] 10 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the first modified example of the sixth control example. [Figure 506] 13 is a flowchart showing a C time-saving standby setting process executed by an MPU in the main control device in a first modified example of the sixth control example. [Figure 507] 13 is a flowchart showing the small win control process executed by the MPU in the main control device in the first modified example of the sixth control example. [Figure 508] FIG. 13 is a front view of a pachinko machine according to a second modified example of the sixth control example. [Figure 509] FIG. 13 is a partially enlarged view showing the area around the electric accessory and the crane in the second modified example of the sixth control example. [Figure 510] (a) is a figure showing an example of a display screen for the first half of the suggestion of winning the C time-saving win displayed on the third pattern display device in the second variant of the sixth control example, and (b) is a figure showing an example of a display screen when there is a high possibility of a favorable result in the first half of the suggestion of winning the C time-saving win displayed on the third pattern display device in the second variant of the sixth control example. [Figure 511] (a) is a figure showing an example of a display screen at the start of the mid-stage performance suggesting a C time-saving winning display on the third pattern display device in the second variant of the sixth control example, and (b) is a figure showing an example of a display screen at the start of the mid-stage performance suggesting a C time-saving winning display on the third pattern display device in the second variant of the sixth control example. [Figure 512] (a) is a diagram showing an example of a display screen when there is a high possibility of a favorable result in the middle performance of the C time-saving winning suggestion displayed on the third pattern display device in the second variant of the sixth control example, and (b) is a diagram showing an example of a display screen when the result in the latter performance of the C time-saving winning suggestion displayed on the third pattern display device in the second variant of the sixth control example is C time-saving. [Figure 513] (a) is a diagram showing an example of a display screen when the result is a miss in the latter half of the C time-saving winning indication displayed on the third pattern display device in the second variant of the sixth control example, and (b) is a diagram showing an example of a display screen when the special electric activation port is won during the C time-saving winning indication displayed on the third pattern display device in the second variant of the sixth control example. [Figure 514] FIG. 20 is a block diagram showing the configuration of the ROM of the main control device in a second modified example of the sixth control example. [Figure 515] (a) is a diagram showing a schematic diagram of the configuration of the first winning random number table set in the ROM of the main control device in the second variant of the sixth control example, (b) is a diagram showing a schematic diagram of the prescribed contents of the special pattern 1 random number table set in the ROM of the main control device in the second variant of the sixth control example, and (c) is a diagram showing a schematic diagram of the prescribed contents of the special pattern 2 random number table set in the ROM of the main control device in the second variant of the sixth control example. [Figure 516] FIG. 22 is a diagram schematically showing the prescribed contents of the time-shortening granting table set in the ROM of the main control device in the second modified example of the sixth control example. [Figure 517] FIG. 13 is a block diagram showing the configuration of the ROM of the voice lamp control device in the second modified example of the sixth control example. [Figure 518]FIG. 13 is a block diagram showing the configuration of the RAM of the voice lamp control device in the second modified example of the sixth control example. [Figure 519] (a) is a diagram showing the typical contents of the lottery table for suggesting a win in the secondary C time-saving first half performance set in the ROM of the voice lamp control device in the second variant of the sixth control example; (b) is a diagram showing the typical contents of the lottery table for suggesting a win in the secondary C time-saving middle half performance set in the ROM of the voice lamp control device in the second variant of the sixth control example; and (c) is a diagram showing the typical contents of the lottery table for suggesting a win in the secondary C time-saving second half performance set in the ROM of the voice lamp control device in the second variant of the sixth control example. [Figure 520] 13 is a flowchart showing a time-saving update process executed by an MPU in the main control device in a second modified example of the sixth control example. [Figure 521] A flowchart showing the variable performance setting process executed by the MPU in the voice lamp control device in the second variant of the sixth control example. [Figure 522] A flowchart showing the C time-saving winning indication display processing executed by the MPU in the voice lamp control device in the second variant of the sixth control example. [Figure 523] FIG. 13 is a front view of a pachinko machine according to a third modified example of the sixth control example. [Figure 524] (a) is a diagram showing an example of a display screen when a game ball that has passed through the gate in front of the special electric activation port, displayed on the third pattern display device in the third variant of the sixth control example, is a miss, and (b) is a diagram showing an example of a display screen when a game ball that has passed through the gate in front of the special electric activation port, displayed on the third pattern display device in the third variant of the sixth control example, is a C-time reduction. [Figure 525] (a) is a diagram showing an example of a display screen when the fluctuation during the time-saving state displayed on the third pattern display device begins in the fourth variant of the sixth control example, and (b) is a diagram showing an example of a display screen when a prize is won in the special electric operation port during the jackpot fluctuation displayed on the third pattern display device in the fourth variant of the sixth control example. [Figure 526](a) is a diagram showing an example of the display screen of the jackpot opening when the number of game balls that have entered the special electric activation port during the time-saving state displayed on the third pattern display device in the fourth variant of the sixth control example is less than the predetermined number, and (b) is a diagram showing an example of the display screen of the jackpot opening when the number of game balls that have entered the special electric activation port during the time-saving state displayed on the third pattern display device is more than the predetermined number in the fourth variant of the sixth control example. [Figure 527] FIG. 20 is a block diagram showing the configuration of the ROM of the main control device in a fourth modified example of the sixth control example. [Figure 528] FIG. 20 is a block diagram showing the configuration of the RAM of the main control device in a fourth modified example of the sixth control example. [Figure 529] (a) is a diagram showing a schematic configuration of the first winning random number table set in the ROM of the main control device in the fourth modified example of the sixth control example; (b) is a diagram showing a schematic configuration of the special pattern 1 random number table set in the ROM of the main control device in the fourth modified example of the sixth control example; (c) is a diagram showing a schematic configuration of the special pattern 2 random number table set in the ROM of the main control device in the fourth modified example of the sixth control example; and (d) is a diagram showing a schematic configuration of the jackpot type selection table set in the ROM of the main control device in the fourth modified example of the sixth control example. [Fig. 530] (a) is a diagram showing a schematic configuration of the variation pattern selection table set in the ROM of the main control device in the fourth variant of the sixth control example, (b) is a diagram showing a schematic configuration of the A time-saving variation pattern table set in the ROM of the main control device in the fourth variant of the sixth control example, and (c) is a diagram showing a schematic configuration of the time-saving grant table set in the ROM of the main control device in the fourth variant of the sixth control example. [Figure 531] FIG. 13 is a block diagram showing the configuration of the ROM of the voice lamp control device in the fourth modified example of the sixth control example. [Fig. 532] A diagram showing a schematic diagram of the specified contents of the secondary opening setting table set in the ROM of the voice lamp control device in the fourth modified example of the sixth control example. [Figure 533]13 is a flowchart showing a lottery result determination process executed by an MPU in the main control device in a fourth modified example of the sixth control example. [Fig. 534] 13 is a flowchart showing a time-saving update process executed by an MPU in the main control device in a fourth modified example of the sixth control example. [Fig. 535] A flowchart showing the special power activation port winning processing executed by the MPU in the main control device in the fourth variant of the sixth control example. [Fig. 536] FIG. 10 is a front view of a pachinko machine according to a fifth modified example of the sixth control example. [Figure 537] (a) is a figure showing an example of a display screen displayed on the third pattern display device during the change in the time-saving state in the fifth variant of the sixth control example, and (b) is a figure showing an example of a display screen displayed on the third pattern display device when the ball is hit by a crane in the fifth variant of the sixth control example. [Figure 538] (a) is a figure showing an example of a display screen displayed on the third pattern display device at the start of the crane rotation in the fifth variant of the sixth control example, and (b) is a figure showing an example of a display screen displayed on the third pattern display device during the crane rotation in the fifth variant of the sixth control example. [Fig. 539] (a) is a diagram showing an example of a display screen when a special electric activation port displayed on the third pattern display device is won in the fifth variant of the sixth control example and the result is C time reduction, and (b) is a diagram showing an example of a display screen when a special electric activation port displayed on the third pattern display device is won in the fifth variant of the sixth control example and the result is a miss. [Fig. 540] (a) and (b) are figures showing an example of a display screen when a special electric activation port is won during the special pattern change displayed on the third pattern display device in the sixth variant of the sixth control example. [Figure 541] (a) and (b) are figures showing an example of a display screen when a special symbol is won at the special electric activation port while the special symbol displayed on the third symbol display device is stopped in the sixth variant of the sixth control example. [Fig. 542]A flowchart showing the special power activation port winning processing executed by the MPU in the main control device in the sixth variant of the sixth control example. DETAILED DESCRIPTION OF THE INVENTION
[0010] <First control example> Control examples of the present invention will be described below with reference to the accompanying drawings. First, with reference to Figs. 1 to 85, a control example in which the present invention is applied to a pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 will be described as a first control example. Fig. 1 is a front view of the pachinko machine 10 in the first control example, Fig. 4 is a front view of the game board 13 of the pachinko machine 10, Fig. 5 is a schematic diagram showing the structure of a variable winning device 65 provided in an area below the front view of the game board 13 of the pachinko machine 10, and Fig. 3 is a rear view of the pachinko machine 10. As shown in Fig. 1, the pachinko machine 10 includes an outer frame 11, the outer shell of which is formed by wooden frames assembled into 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 so as to be openable and closable relative to the outer frame 11. Metal hinges 18 are attached to the outer frame 11 at two locations, top and bottom, on the left side of the outer frame 11 when viewed from the front (see FIG. 1 ) to support the inner frame 12. The inner frame 12 is supported so that it can be opened and closed toward the front, with the hinges 18 serving as the axis of opening and closing. A game board 13 (see FIG. 4 ), which has ball entry openings 63, 64, 640 through which numerous nails and balls can enter, is detachably attached to the back side of the inner frame 12. A pinball game is played by balls (game balls) flowing down the front of the game board 13. The inner frame 12 is also equipped with a ball launching unit 112a (see FIG. 21 ) that launches balls into the front area (play area) of the game board 13, and a launch 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 FIG. 4 . On the front side of the inner frame 12, there is a front frame 14 that covers the upper front side, and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), and the front frame 14 and the lower tray unit 15 are supported so that they can be opened and closed toward the front, with the side where the hinges 19 are installed serving as the opening and closing axis. The locks on the inner frame 12 and the front frame 14 can be unlocked by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.Here, while the inner frame 12 and the front frame 14 are unlocked, the volume level is changed to a level corresponding to the maximum volume for error notification and an error is notified that the door is open, and by operating a dedicated key to return from the unlocked state to the locked state, the error notification is terminated and the volume level can be lowered to a level lower than the maximum volume.
[0011] The front frame 14 is fitted with decorative resin components, electrical components, and the like, and has a window 14c formed as a roughly oval opening in its approximate center. A glass unit 16 having two glass plates is disposed on the rear side of the front frame 14, and the front of the game board 13 can be seen from the front of the pachinko machine 10 through the glass unit 16. The front frame 14 includes an upper tray 17 for storing balls, which is formed in a roughly box-like shape with an open top and extends toward the front. Prize balls, loan balls, and the like are dispensed into the upper tray 17. The bottom of the upper tray 17, which serves as a path for guiding game balls to the launch position, is sloped downward to the right when viewed from the front (see FIG. 1). This slope guides balls dropped into the upper tray 17 to the ball launch unit 112a (see FIG. 21). A frame button 22 is also provided on the top surface of the upper tray 17. The frame buttons 22 are operated by the player as a configuration that allows information to be input, for example, when changing the stage of the effect displayed on the third symbol display device 81 (see FIG. 4) as part of the effect, or when changing the content of the super reach effect. The front frame 14 is provided with various light-emitting devices such as lamps around its periphery (e.g., corners). These light-emitting devices are controlled to change their light-emitting behavior by lighting or blinking in response to changes in the game state, such as when a jackpot or a predetermined reach is reached, as part of the effect, thereby enhancing the effect of the effect during play. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting devices such as LEDs. In the pachinko machine 10, these illumination units 29-33 function as effect lamps such as jackpot lamps. When a jackpot or reach effect is reached, the built-in LEDs light up or blink, causing each illumination unit 29-33 to light up or blink, indicating that a jackpot is currently being achieved or that the player is in a reach state just before the jackpot. In addition, an indicator lamp 34 is provided at the upper left of the front frame 14 when viewed from the front (see FIG. 1), which incorporates a light emitting means such as an LED and can indicate when prize balls are being paid out and when an error has occurred.
[0012] Additionally, a small window 35 is formed below the right-side illumination unit 32 by attaching a transparent resin to the backside so that the backside of the front frame 14 can be seen, and certificate stamps and the like affixed to the attachment space K1 (see FIG. 4) on the front of the game board 13 can be seen from the front of the pachinko machine 10. To enhance the pachinko machine 10's dazzling appearance, a chrome-plated ABS resin member 36 is attached to the area around the illumination units 29-33. A ball dispensing operation unit 40 is disposed below the window 14c. The ball dispensing operation unit 40 includes a number display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with a bill, card, or the like inserted into a card unit (ball dispensing unit) (not shown) located on the side of the pachinko machine 10, balls are dispensed in accordance with the operation. Specifically, the power display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED lights up to display the remaining balance numerically. The ball dispensing button 42 is operated to obtain dispensing balls based on information recorded on the card, etc. (recording medium). Dispensing balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated to request the return of a card, etc. inserted into the card unit. Note that in pachinko machines where balls are dispensed directly from a ball dispensing device, etc., to the upper tray 17 without going through a card unit, so-called cash machines, the ball dispensing operation unit 40 is not necessary. In such cases, a decorative sticker, etc., may be added to the installation area of the ball dispensing operation unit 40 to make the component configuration common. This allows for commonality between pachinko machines using card units and cash machines. The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in its center, which is roughly box-shaped and open at the top, for storing balls that do not fit in the upper tray 17. An operating handle 51 is provided on the right side of the lower tray 50 to be operated by the player to hit the ball into the front of the game board 13.
[0013] The control handle 51 contains a touch sensor 51a for enabling the ball launching unit 112a, a launch stop switch 51b that stops the launch of balls while the switch is pressed, and a variable resistor (not shown) that detects the rotation amount (rotation position) of the control handle 51 based on changes in electrical resistance. When the control handle 51 is rotated clockwise by a player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the rotation amount. The ball is launched with a strength (launch intensity) corresponding to the resistance value of the variable resistor, and the ball is shot toward the front of the game board 13 at a distance corresponding to the player's operation. When the control 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 includes a launching means for launching balls into a play area formed on the game board 13 and a launch intensity varying means for varying the launch intensity based on the rotation amount (rotation position) of the control handle 51. This allows the player to launch a ball using the launching means and to vary the launch intensity by simply operating the operating handle 51. Therefore, the operation of launching a ball toward a specific play area among the play areas formed on the game board 13 can be performed with one hand, allowing the player to play without placing excessive strain on the player. In this control example, the launch intensity is varied based on the rotation amount (rotation position) of the operating handle 51. However, this is not limited to this. For example, a launch intensity selection button may be provided that allows the player to select the launch intensity, and the launching means may launch the ball at a launch intensity corresponding to the operation result (selection result) of the launch intensity selection button. Furthermore, in this control example, the player is configured to be able to change the electrical resistance by directly touching the operating handle 51. However, this is not limited to this. For example, a proximity sensor may be provided on the operating handle 51. When the proximity sensor detects the player's hand, which is the component detected by the proximity sensor, without touching the operating handle 51, the game ball may be launched at a launch intensity corresponding to the detection result.
[0014] A ball ejection lever 52 is provided on the lower front portion of the lower tray 50 to be operated when ejecting balls stored in the lower tray 50 downward. This ball ejection 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 naturally from the bottom opening and are ejected. This ball ejection lever 52 is usually operated with a box (commonly called a "senryo box") placed below the lower tray 50 to receive the balls ejected from the lower tray 50. As mentioned above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50. As shown in FIG. 4, the game board 13 is constructed by assembling a base plate 60 machined into a generally square shape when viewed from the front, along with numerous ball guide nails (not shown) and a windmill, as well as rails 61 and 62, a general ball entry opening 63, a first ball entry opening 64, a second ball entry opening 640, a variable winning device 65, a normal symbol starting opening (through gate) 67, and a variable display unit 80, and the peripheral portion of the base plate 60 is attached to the back side of the inner frame 12 (see FIG. 1). The base plate 60 is made of a light-transmitting resin material and is formed so that the player can see the various structures arranged on the rear side of the base plate 60 from the front side. The general ball entry opening 63, the first ball entry opening 64, the second ball entry opening 640, the variable 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 to 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 seen from the front side of the inner frame 12 through a window portion 14c (see FIG. 1) of the front frame 14. The configuration of the game board 13 will be described below mainly with reference to FIG.
[0015] An outer rail 62, formed by bending a strip-shaped metal plate into a generally arcuate shape, is installed on the front of the game board 13. An inner rail 61, also formed from a strip-shaped metal plate like the outer rail 62, is installed inside the outer rail 62. The inner rail 61 and outer rail 62 surround the front periphery of the game board 13, and the game board 13 and glass unit 16 (see FIG. 1) surround the front and rear, forming a game area in front of the game board 13 where games are played based on the behavior of the balls. The game area is an area (where prize slots and the like are located and where shot balls flow down) defined in front of the game board 13 by the two rails 61, 62 and the resin outer edge member 73 connecting the rails. The two rails 61, 62 are provided to guide balls shot from the ball shot unit 112a (see FIG. 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), preventing a ball that has been guided to the top of the game board 13 from returning into the ball guide 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 point of the ball. A ball launched with more than a predetermined force hits the return rubber 69, and bounces back toward the center while its force is reduced. 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 arranged so as to be covered by the back surface (the surface opposite to the surface forming the play area) of the game board 13, which is made of transparent resin (e.g., 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 provided with a plurality of LEDs (light-emitting devices) and a seven-segment display. The first symbol display device 37 displays information according to the various controls performed by the main control device 110 (see FIG. 21), and primarily displays the game status of the pachinko machine 10. In this control example, the first symbol display device 37 is configured to be activated when a ball enters the first ball entrance 64 or the second ball entrance 640 (winning). In other words, the first symbol display device 37 having the first region receives a detection signal output when it detects that a ball has entered the first ball entrance 64, and is a display means for displaying the results of a first special symbol lottery (special symbol 1 lottery) that determines the content of the received detection signal (information), and a second special symbol lottery (special symbol 2 lottery) that is executed when a ball enters the second ball entrance 640. In this control example, a pachinko machine 10 is used that has two types of special patterns (first special pattern, second special pattern) as the patterns displayed in the first area, and therefore the results of the two types of special pattern lotteries (special pattern lotteries) are displayed on the first pattern display device 37. However, for example, if the pachinko machine 10 has only one type of special pattern (first special pattern), it is sufficient to provide a display area corresponding to one type of special pattern on the first pattern display device 37.
[0017] The first symbol display device 37 also uses LEDs to indicate the current game state of the pachinko machine 10 (e.g., normal mode, time-saving mode, or probability variable mode) by its lighting state; whether a special symbol (first symbol) corresponding to the result of a special symbol lottery is changing (dynamic display for statically displaying a combination of symbols to indicate the lottery result); whether the stopped symbol corresponds to a favorable jackpot, a disadvantageous jackpot, or a losing symbol; the number of reserved balls by its lighting state; and the number of rounds during a jackpot and an error display using a 7-segment display. The lighting state can also indicate when the special symbol change is temporarily stopped (interrupted). The multiple LEDs are configured to emit different colors (e.g., red, green, and blue), and the combination of these colors can indicate various game states of the pachinko machine 10 using a small number of LEDs. In this control example, various game states are notified by a combination of light-emitting colors of the light-emitting means (7-segment display device), but any configuration is acceptable as long as the player can distinguish various game states. For example, various game states may be notified by varying the length of the period when the light-emitting means is on and the period when it is off (blinking pattern). In this pachinko machine 10, a lottery (lottery for special symbols) is held when a ball (win) enters the first ball entrance 64 or the second ball entrance 640. Then, in the lottery for the special symbols, a judgment is made as to whether or not a jackpot has been won (jackpot lottery). Here, based on the judgment that a jackpot has been won, a jackpot game is executed, which puts the player into a special game state advantageous to the player.
[0018] When a big win game is executed, the variable winning device 65 is put into an open state where a ball can easily enter a specific winning hole 65a, and a game is executed in which many prize balls can be acquired in a short period of time by making the ball enter the specific winning hole 65a. The jackpot game, which is executed in a state where this advantageous game can be executed, is executed (if) after the lottery result for the special pattern is displayed as stopped (a confirmed display in which the pattern is displayed 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 to make it difficult for a ball to enter the specific winning port 65a of the variable winning device 65), a round game period in which a specific game (round game) is played in which the degree of advantage is set to a predetermined degree higher than the period in which the closed state is set by setting the open state, an interval period in which a closed state is set for a predetermined period (for example, 0.5 seconds) after one round game period has ended until the next round game begins, and an ending period in which a closed state is set for a predetermined period (for example, 2 seconds) after the last round game period has ended. The variable winning device 65 is another form of movable means that launches a game ball by operating a launch handle, a device that can be operated by the player, and is controlled to move when a jackpot is won in a special symbol lottery that is executed based on the game ball entering a special symbol starting port (such as the first ball entry port 64). After the result of the lottery for the special symbol indicating a jackpot is displayed (determined), an opening period is set, during which the player is shown operation instructions. The player is then guided to launch the ball in any direction (e.g., a right-hand shot display) as a display mode to show the operation instructions. This allows the player to prepare to launch the ball in any direction in time with the specific winning port 65a opening during the jackpot game, thereby ensuring a smooth jackpot game. Furthermore, this opening period can be used as a period to notify the player of the game content of the current jackpot game, providing an easy-to-understand game experience.
[0019] Furthermore, by setting an ending period as the final period of the jackpot game, it is possible to prevent a new special symbol lottery from being executed immediately after the last round of play ends. This allows preparations to launch the ball in any direction for the game to be executed after the jackpot game ends, thereby enabling a smooth transition between games. Note that the various controls executed during the ending period of the jackpot game, which is set after the movable control of the variable winning device 65 ends, are controls executed after the end of control 1. As will be explained in detail later, this control example is configured to enable multiple types of jackpot games, and the number of rounds executed during the jackpot game (number of rounds) and the game state set after the jackpot game ends are configured to differ depending on the type of jackpot won. This configuration allows players to be interested not only in whether or not they win a jackpot through the special symbol lottery, but also in the type of jackpot won and the game state at the time of winning. Furthermore, the length of each period of the jackpot game (opening period, round period, ending period) that is executed when a jackpot is won in a lottery for a special symbol 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 win is won in which the game content that is executed after the jackpot game ends is set to be different from the game content at the time of the jackpot win, the ending period of that jackpot game (e.g., 10 seconds) may be set to be longer than the ending periods of other jackpot games (e.g., 2 seconds), and a performance may be implemented that informs the player in advance of the game content that will be executed after the jackpot game ends during that ending period. This makes it possible to provide a game that is easy for players to understand.
[0020] On the other hand, when a player wins a jackpot in which the game content at the time of the jackpot win and the game content executed after the jackpot win are the same, it is preferable to configure the ending period of that jackpot (for example, 1 second) to be shorter than the ending periods of other jackpot games (for example, 2 seconds). This allows the player to play efficiently. Furthermore, without using a configuration that actually distinguishes between the game content at the time of the jackpot win and the game content executed after the jackpot win ends, it is possible to predefine the game state to be set after the jackpot win ends based on, for example, the type of jackpot won and the game state at the time the jackpot win was won, and to predefine the ending period of each jackpot game according to the predefined content. Although a specific explanation will be given later, the pachinko machine 10 in this control example is configured to be able to set three types of game states by combining two states with different probabilities of winning a jackpot in a lottery for special symbols (a high probability state for special symbols, a low probability state for special symbols) and two states with different probabilities of winning a lottery for normal symbols (a high probability state for normal symbols, a low probability state for normal symbols) which will be described later. Specifically, it is configured to be able to set a normal state (a low probability state for special symbols, a low probability state for normal symbols) which is set as a predetermined state in which a player can play, a time-saving state (a low probability state for special symbols, a high probability state for normal symbols) which is set as a state different from the predetermined state in which a player can play, and a probability variable state (a high probability state for special symbols, a high probability state for normal symbols) which is set as a state different from the predetermined state in which a player can play. Since both the lottery for the special symbol and the lottery for the normal symbol are configured so that it is easier to win in a high probability state than in a low probability state, among the multiple game states that can be set in the pachinko machine 10 in this control example, the probability variable state is the game state in which it is easier to win a jackpot in the special symbol lottery than in other game states, and the probability variable state and the time-saving state, which are set as game states in which it is easier to be awarded a specified benefit, are the game states in which it is easier to win in the normal symbol lottery than in other game states.
[0021] Furthermore, if a player wins the normal symbol lottery, a winning game (normal symbol winning game) is executed, which makes it easier to execute a special symbol lottery. Specifically, the electric device 640a attached to the second ball entrance 640 opens, and a normal symbol winning game is executed, providing a state in which it is easier to insert a ball into the second ball entrance 640. Therefore, when the probability variable state and the time-saving state, i.e., a high-probability state for normal symbols, are set, the game state is more likely to execute a special symbol lottery than in other game states. Furthermore, when the high-probability state for normal symbols is set, the period from when the special symbol lottery is executed to when the lottery result is statically displayed (dynamic display period) is more likely to be set to a shorter period than when the low-probability state for normal symbols is set. Therefore, when the probability variable state and the time-saving state, i.e., a high-probability state for normal symbols, are set, the special symbol lottery can be executed in a shorter period than in other game states, resulting in a game state in which it is easier to execute a new special symbol lottery. Although a detailed explanation will be given later, in this control example, a specific area is provided within the variable winning device 65 that opens during a jackpot game, and a high probability state of a special symbol can be set after the jackpot game ends only if the ball passes through the specific area during the jackpot game. Depending on the type of jackpot won, two types of jackpot games are possible: a jackpot game in which the ball is likely to pass through the specific area during the jackpot game (advantageous jackpot game) and a jackpot game in which the ball is unlikely to pass through the specific area during the jackpot game (unfavorable jackpot game). Hereinafter, advantageous jackpot games, i.e., jackpot games in which the ball is likely to pass through the specific area during the jackpot game, will be referred to as variable probability jackpot games, and a jackpot in which a variable probability jackpot game is executed will be referred to as a variable probability jackpot game. In addition, an unfavorable jackpot game, that is, a jackpot game in which the ball is unlikely 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 executed is called a normal jackpot.
[0022] In this control example, if the special symbol lottery does not result in a jackpot, it is determined to be a loss and no special prize is awarded to the player. However, this is not limited to this. For example, in some cases where the jackpot lottery result is determined to be a loss rather than a jackpot, a small prize game may be executed, in which the player is awarded a smaller prize than the jackpot (e.g., a prize that opens the variable prize device 65 for only one round). The first symbol display device 37 not only indicates whether the result of the lottery is a jackpot (or a small prize) as the stopped symbol after the fluctuation ends, but also displays a symbol corresponding to the type of jackpot if a jackpot is awarded. Returning to Figure 4, the explanation continues. Multiple left general ball entrances 63a are located on the lower left side of the play area formed on the surface of the playboard 13, through which 10 balls are paid out as prize balls when a ball enters. A variable display unit 80 is located in the center of the play area. The variable display device unit 80 is provided with a third pattern display device 81 consisting of a liquid crystal display (hereinafter simply referred to as "display device") that displays the variation of a third pattern in synchronization with the variation of a special pattern executed by the first pattern display device 37, triggered by the input of predetermined information by a ball entering the first ball entrance 64 or the second ball entrance 640, which is the first effect setting position (start winning), and a second pattern display device (not shown) consisting of an LED that displays the variation of a normal pattern (second pattern) in response to the passage of a ball through the normal pattern start entrance (through gate) 67, which is the second effect setting position. In addition, a center frame 86 is arranged in the variable display device unit 80 so as to surround the outer periphery of the third pattern display device 81.
[0023] The third pattern display device 81 is composed of a 15-inch liquid crystal display, and the display content is controlled by the display control device 114 described later, so that, for example, three pattern rows (Z1 to Z3) at the top, middle, and bottom are displayed as image data including numbers and symbols (see FIG. 6(a)). The third patterns (decorative patterns that change in response to the changing display of the first special pattern (special pattern 1) or the second special pattern (special pattern 2)) displayed in the second area of the display screen of the third pattern display device 81 are each composed of 10 main patterns with identification information imitating the numbers "1" to "9." These third patterns are scrolled horizontally for each pattern row, and the third patterns are variably displayed (dynamically displayed) on the display screen of the third pattern display device 81 as predetermined changes or changes opposite to the predetermined changes. While the first symbol display device 37 displays the game status in accordance with the control of the main control device 110 (see FIG. 21), the third symbol display device 81 of this control example displays decoratively in accordance with the display of the first symbol display device 37. Note that instead of a display device, the third symbol display device 81 may be configured using, for example, a reel. As shown in FIG. 6(b), in the pachinko machine 10 of this control example, the main symbol sz is formed using different types of characters (fish, etc.) for each identification information that resembles a number. In this way, by using characters corresponding to each identification information, the result of the special symbol lottery can be visually notified to the player, allowing the player to play in an easy-to-understand manner. Furthermore, in the pachinko machine 10 of this control example, if the result of the lottery by the main control device 110 described later is a jackpot, a variable display of the same main symbols (for example, "777") is performed, and a jackpot game occurs after the variable display ends. On the other hand, if the result of the lottery is a miss, a variable display of the main symbols of a miss combination is performed as an effect that does not include predetermined suggestive content such as the occurrence of a jackpot game or the type of jackpot (at least one main symbol is displayed as a different symbol from the other main symbols). In other words, the third symbol is displayed on the third symbol display device 81 as a symbol to indicate the result of the lottery of the special symbol by the main control device 110. The main display area Dm displays three symbol rows Z1, Z2, and Z3 at the top, middle, and bottom, respectively.In each of the symbol columns Z1 to Z3, the third symbols are displayed in a predetermined order. That is, in each of the symbol columns Z1 to Z3, the main symbols are arranged in ascending or descending numerical order, and the display is changed by scrolling left and right periodically for each of the symbol columns Z1 to Z3.
[0024] Specifically, the upper symbol column Z1 is formed so that the numbers are in ascending order from right to left, and is configured to scroll from right to left to change and display. The middle symbol column Z2 and the lower symbol column Z3 are formed so that the numbers are in ascending order from left to right, and are configured to scroll from right to left to change and display. Furthermore, each symbol column also has a sub-symbol (blank symbol) fz between the main symbols sz that does not indicate the result of the special symbol lottery. In Figure 6(b), the blank symbol (sub-symbol) fz is displayed using a symbol resembling a triangle. As shown in FIG. 6(a), the main display area Dm has three pay lines L1-L3 formed vertically and two pay lines L4 and L5 formed diagonally. When each of the symbol columns Z1-Z3 is stopped and displayed, if the third symbol (main symbol sz) stops on the pay line in a jackpot symbol combination (in this control example, the same main symbol combination), a jackpot animation is displayed. As shown in FIG. 6(a), in this control example, each pay line (L1-L5) is formed to include the symbol display position of each of the symbol columns Z1-Z3. Therefore, the result of the lottery for the corresponding special symbol is difficult to understand until all of the symbol columns Z1-Z3 displayed in the main display area Dm of the third symbol display device 81 are stopped and displayed. Therefore, the variable display of the third symbol executed in the main display area Dm can be interesting until the last symbol column (in this control example, the middle symbol column Z2) is stopped and displayed. In this control example, among the three symbol columns (Z1 to Z3) described above, a specific symbol column (symbol column Z2), i.e., the symbol column among the multiple symbol columns whose variable display stops last, is configured to have a larger number of main symbols than the other symbol columns. Specifically, the number of main symbols with a specific number (e.g., the number "4") is made larger than the other symbol columns. As a result, when the identifier imitating the specific number is in a ready-to-win state, the number of jackpot symbols (identifiers imitating the specific number) passing along the pay line can be made larger than when the identifier imitating the other identifiers is in a ready-to-win state, which allows the player to visually predict that there is a high probability of winning the jackpot.
[0025] The manner in which the third symbol is displayed in a variable manner on the third symbol display device 81 is not limited to the above and is arbitrary. The number of symbol rows, the direction of the variable display of the symbols in the symbol rows, and the number of symbols in each symbol row can be changed as appropriate. The symbols displayed in a variable manner on the third symbol display device 81 are not limited to those described above. For example, the third symbol may be a combination of an image such as a figure or character with a number. Furthermore, the area in which the third symbol is displayed in a variable manner may be configured to be variable. For example, when a specific effect is performed on the display screen of the third symbol display device 81, the variable display area of the third symbol may be made smaller or moved to a position that is difficult for the player to see (e.g., a corner of the display screen), making it difficult for the player to tell whether the third symbol is changing. Furthermore, the change of the third symbol may be temporarily stopped (temporarily stopped) during the period in which the special symbol is changing, and then changed again. 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 the same (including differences that make it difficult for a player to distinguish them), but the display mode and display area of the third symbol may be different to correspond to the type of the varying special symbol. In addition, if additional information other than the information indicating a jackpot can be provided to the player by additionally displaying (switching display) a type of symbol different from the displayed variable third symbol, the effect encouraging the provision of additional information is an effect suggesting that a beneficial bonus will be provided to the player when a combination other than that indicating a jackpot is displayed. Furthermore, a configuration may be used in which the type of all variable-displayed third symbols is switched to the stop display mode of the final stop symbol. In this case, the configuration in which the type of all variable-displayed third symbols is switched to the stop display mode of the final stop symbol is a configuration in which an effect different from the normal effect 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 Fig. 6(b). As shown in Fig. 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 of the main display area Dm when viewed from the front. This small display area Dm1 is an area where identification information (fourth symbol) is displayed to indicate the lottery status of the special symbol (whether the lottery is in progress (changing) or not, and the lottery result), and is configured so that 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) is displayed in the small display area Dm1. In addition, the small display area Dm2 is an area where identification information is displayed to show the lottery status of the normal symbols (whether the lottery is in progress (changing) or not, and the lottery result), and the fourth symbol (fourth normal symbol) to show the lottery status of the normal symbols (normal symbols) is displayed in the small display area Dm1. By providing the small display areas Dm1 and Dm2 in this way, the lottery status of the special symbols and the lottery status of the normal symbols can be notified to the player. Although details will be given later, in the pachinko machine 10 of this control example, the fourth symbol is displayed in a display mode that resembles figures such as a circle and a cross, and the state in which the special symbol is changing is indicated by displaying the fourth symbol in a variable manner in the small display areas Dm1 and Dm2 (see small display area Dm1 in Figure 6(b)), and the result of the lottery for the special symbol is indicated by displaying the fourth symbol in a stationary manner in the small display areas Dm1 and Dm2 (see small display area Dm2 in Figure 6(b)). However, without being limited to this, for example, a display mode that uses numbers as the fourth symbol or a display mode that shows multiple colors may be used to indicate that the special symbol is changing by using a display mode that changes numbers or colors, and the result of the lottery for the special symbol may be indicated by displaying a display mode that shows a specific symbol or color in a stationary manner.
[0027] Furthermore, in this control example, the fourth symbol is used to indicate the lottery status of the special symbol (whether or not the lottery is in progress (changing) and the lottery result), but this is not limited to this, and it may be configured to only notify whether or not the special symbol is being drawn (changing). Also, as shown in FIG. 6(b), in this control example, a fourth symbol display area (small display area Dm1) in which the fourth symbol is displayed to indicate the lottery status of the special symbol is formed in the upper left side of the main display area Dm, and a regular fourth symbol display area (small display area Dm2) in which the regular fourth symbol is displayed to indicate the lottery status of the regular symbol is formed in 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 be variable depending on the presentation mode of the variable presentation executed in the center of the main display area Dm. By configuring it in this way, it is possible to prevent the fourth symbol display area and the regular fourth symbol display area from limiting the area in which the variable presentation is executed, thereby reducing the presentation effect. In this case, the fourth symbol display area and the regular 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 light-emitting means (such as LEDs) provided in the variable display unit 80. As shown in FIG. 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 special symbol lottery rights (reserved memories) already acquired. As described above, in the pachinko machine 10 of this control example, when a variable display is being performed in the first symbol display device 37 or a winning game is being executed, i.e., when a new special symbol lottery cannot be executed, if a ball enters the first ball entrance 64 or the second ball entrance 640, the number of balls entering each entrance is reserved up to four times. The reserved symbols displayed in the sub-display area Ds are the same number as the reserved number of balls entering. In this embodiment, the maximum number of reserved balls stored for a ball entering the first ball entrance 64 is set to 4, and the maximum number of reserved balls stored for a ball entering the second ball entrance 640 is set to 4, so a maximum of 8 reserved patterns can be displayed in the secondary display area Ds.The reserved symbol is an effect that is displayed in response to a gaming ball entering the first ball entrance 64 or the second ball entrance 640, and a specified number of prize balls are paid out in response to a gaming ball entering the first ball entrance 64 or the second ball entrance 640. In other words, when the reserved symbol is displayed, prize balls are awarded to the player. In other words, the display of the reserved symbol is an effect that has added value for the player.
[0028] Specifically, as shown in FIG. 6(b), the sub-display area Ds is divided into an active area Ds1a and a standby area Ds1b. The standby area Ds1b is an area for displaying reserved symbols corresponding to the number of reserved balls of the special symbol, and eight pedestals hr1 to hr8 corresponding to the maximum number of reserved symbols (eight) are displayed in order 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 display a reserved symbol. In the example shown in FIG. 6(b), four reserved balls of the first special symbol are reserved and stored, and in the standby area Ds1b, four reserved symbols (hz1 to hz4) in a display mode (white circles) corresponding to the reserved ball of the first special symbol (reserved ball of special symbol 1) are displayed on the first pedestal hr1 to the fourth pedestal hr4. The executing area Ds1a is a display area in which the reserved symbol displayed in correspondence with the currently executing special symbol variation is shifted and displayed, and the executing reserved symbol hz0 is displayed on the executing base hr0. In other words, when a new special symbol variation is started, the reserved symbol hz1 displayed on the first base hr1 in the waiting area Ds1b is shifted to the executing base hr0 in the executing area Ds1a and displayed. By configuring in this way, for example, when a preview effect (for example, an effect that changes the display mode of the reserved symbol) indicating the expectation of a jackpot win is executed for the reserved symbol displayed in the waiting area Ds1b, the player can easily determine that a special symbol variation corresponding to the reserved symbol for which the preview effect was executed is being executed. Furthermore, by making it possible to display reserved symbols corresponding to the currently executing special symbol variation, an effect that changes the display mode of reserved symbols can also be executed for reserved symbols corresponding to the currently executing special symbol variation, so that the player can play while expecting that the display mode of the reserved symbols will change for a longer period of time than when the reserved symbols corresponding to the currently executing special symbol variation are not displayed. Note that possible execution timings for the reserved change effect that changes the display mode of the reserved symbols include a first timing when a new reserved ball number symbol is displayed, a second timing when the display position of the reserved ball number symbol shifts as a result of a new special symbol lottery being executed, and a third timing that is determined according to the effect pattern of the executed change effect.Furthermore, the timing of the execution of the reserve change effect can also change the expectation of winning a jackpot or entering a time-saving state. In this case, the reserve change effect is an effect that can change and notify the content of the bonus and the expectation of the bonus depending on the execution timing. The reserve change effect is not limited to the above-mentioned form, and a reserve change effect that transforms an effect (reserved symbols) that has already been executed based on new winning information may also be executed. For example, when a reserved ball that will result in a jackpot is acquired, an effect may be executed in which the display mode of the reserved symbols displayed before the reserved symbol corresponding to the reserved ball is changed. More specifically, if three reserved symbols are already displayed when a reserved ball that will result in a jackpot is acquired, the three reserved symbols are changed to a form displaying the characters "Geki," "A," and "Tsu," respectively, and the reserved symbol corresponding to the reserved ball that will result in the jackpot is displayed in a form displaying the symbol "!". If the four reserved symbols form the string "Geki Atsu!", this suggests to the player that the fourth reserved ball is likely to win the jackpot. On the other hand, the fourth reserved symbol may be displayed with a "?" symbol, suggesting that this reserved symbol change effect is likely just a gimmick. If two reserved symbols are already displayed when the reserved symbol that will result in a jackpot is acquired, those two reserved symbols are displayed with the letters "Geki" and "A," respectively, and the reserved symbol corresponding to the reserved symbol that will result in a jackpot is displayed with the letter "Tsu." In this case, since the fourth reserved symbol is not displayed, the player is unable to determine whether this reserved symbol change effect is just a gimmick. In other words, if the player has acquired the maximum number of reserved balls, the player can know the lottery results earlier than if the player has not acquired the maximum number of reserved balls. This configuration allows players who want to know the lottery results as soon as possible to play while maintaining the maximum number of reserved balls as much as possible.In addition, if the pachinko machine 10 is capable of gradually varying the display mode of specific identification information to execute an effect that gradually indicates the likelihood of winning a jackpot, it may be configured to enable the setting of an effect mode (happening mode) in which the display mode is changed to gradually indicate the likelihood of winning a jackpot. For example, in a pachinko machine 10 that can gradually display the color of effects corresponding to the likelihood of winning a jackpot, while the likelihood of winning a jackpot normally increases in the order of "blue → red → gold," it is preferable to set the above-mentioned happening mode so that the likelihood of winning a jackpot increases in the order of "gold → red → blue." Furthermore, when a predetermined condition (a jackpot fluctuating) is met, the selectable effect modes may be limited, so that only the jackpot celebration mode can be selected. This configuration is another form of a configuration in which a different effect mode from the normal mode is displayed when a predetermined condition is met.
[0029] In this control example, the display mode of the reserved symbols displayed in the waiting area Ds1b of the sub-display area Ds allows the player to distinguish whether the displayed reserved symbol is a reserved symbol indicating a reserved ball with the first special symbol (special symbol 1 reserved symbol) or a reserved symbol indicating a reserved ball with the second special symbol (special symbol 2 reserved symbol), with the special symbol 1 reserved symbol being displayed as a white circle (see FIG. 6(b)) and the special symbol 2 reserved symbol being displayed as a black circle (see FIG. 8(a)). This allows the player to grasp the current number of reserved balls for each type of special symbol, making it easier for the player to decide whether or not to continue playing to insert a ball into the first ball entrance 64 based on the displayed content of the reserved symbol. As shown in FIG. 6(b), this control example displays a number of reserved symbols corresponding to the number of reserved balls corresponding to each special symbol, and the special symbol lottery is executed using the reserved balls corresponding to the reserved symbols displayed on the lowest-numbered pedestal (the lowest-numbered pedestal is the first pedestal hr1). In other words, the reserved symbols are displayed in the order in which they are used in the special symbol lottery. However, 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 each reserved symbol is used in the special symbol lottery may be attached to each reserved symbol. This configuration allows the player to easily understand which reserved balls acquired at which timing correspond to which reserved symbol. Furthermore, in this control example, as shown in FIG. 6(b), a maximum of eight reserved symbols can be displayed side by side. However, this is not limited to this. The display area for the special symbol 1 reserved symbol and the display area for the special symbol 2 reserved symbol may be displayed separately. In this case, for example, when a game state (normal state) in which it is difficult to obtain the special chart 2 reserve is set, the display area for the special chart 1 reserve pattern may be displayed more prominently than the display area for the special chart 2 reserve pattern, and when a game state (probable change state, time-saving state) in which it is easy to obtain the special chart 2 reserve is set, the display area for the special chart 2 reserve pattern may be displayed more prominently than the display area for the special chart 1 reserve pattern.
[0030] 2, the game board 13 of the pachinko machine 10 is configured to be symmetrical, and the same game result is awarded when playing right-handed and when playing left-handed, so no display is made. However, if the pachinko machine 10 is configured to be able to set a game method in which right-handed play is more advantageous than left-handed play, or a game method in which left-handed play is more advantageous than right-handed play, depending on the set game state, a guide display mode for guiding the player in the direction to shoot the ball (game direction) may be displayed on the display screen of the third symbol display device 81. By configuring in this way, the player can easily understand which area of the game board the ball should be shot towards just by looking at the guide display mode displayed in the guide display area, so that a gaming machine that is easy for the player to understand can be provided. 8(a), the reserved symbols displayed on the display surface of the third symbol display device 81 in the normal state are configured to be variable in display mode so as to show the results 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 are in a display mode that displays information corresponding to the number of reserved special symbols that have already been acquired and information related to the acquired winning information (various counter values), and therefore are another form of display mode that displays information related to the multiple types of prize balls acquired based on the entry of game balls into the ball entry means (total number of prize balls).
[0031] More specifically, the guidance display area may be configured to display a "right hit" display mode to guide the player to play right-handed games, and a "left hit" display mode to guide the player to play left-handed games. The "right hit" display mode may be displayed during game states in which right-handed games are advantageous to the player, such as during a probability hit state, a time-saving state, and a jackpot game, while the "left hit" display mode may be displayed for a predetermined period (e.g., 10 seconds) after the end of right-handed games. Furthermore, the "left hit" display mode may also be displayed for a predetermined period (e.g., 10 seconds) when right-handed games are detected to be being played during a game state in which left-handed games are advantageous to the player, i.e., during a normal state. Furthermore, the various display modes displayed on the display surface of the third symbol display device 81 described in the above-mentioned control examples may be appropriately displayed.
[0032] <About the first control example> Next, with reference to FIGS. 7 to 15, characteristic effects among various effects executed on the display screen of the third symbol display device 81 of the pachinko machine 10 of this first control example will be described. First, with reference to FIG. 7(a), a display screen when a reach is achieved during normal operation will be described. FIG. 7(a) is a schematic diagram showing an example of a display screen displayed when a reach state is achieved during normal operation (normal operation). In this control example, the variably displayed third symbols are stopped and displayed in the order of an upper symbol row Z1 and a lower symbol row Z3. When the upper symbol row Z1 and the lower symbol row Z3 are stopped and displayed as part of a third symbol combination indicating a jackpot win on any of the activated lines L1 to L5 (see FIG. 6(a)), the reach state is achieved. The activated line on which the upper symbol row Z1 and the lower symbol row Z3 are stopped and displayed as part of a third symbol combination indicating a jackpot win is set as the reach activated line, and the middle symbol row Z2 is variably displayed. Then, after the ready-to-win state is reached, the middle symbol column Z2 is configured to variably display each identification information (third symbol) at a slow speed that is visible to the player (the time required for one main symbol (third symbol imitating a number) to move is about 0.5 seconds). As described above, in this control example, the middle symbol column has 10 main symbols (one each of the main symbols numbered "1" to "3," "5" to "9," and two main symbols numbered "4"), so when the middle symbol column Z2 is variably displayed at a slow speed, the time required for one rotation is 5 seconds (0.5 x 10). Then, the middle symbol column Z2, which is variably displayed at a slow speed, is displayed as is. Alternatively, it is configured to change to a different presentation mode (a ready-to-win mode) based on the establishment of a specific transition condition. Furthermore, in this control example, as shown in Figure 7(a), regardless of which third pattern (in Figure 7(a), the identification information imitating "9" (the third pattern imitating a crab)) the reach state is reached, the middle pattern row Z2 (see Figure 6(a)) that is displayed in a variable manner during the reach state is configured to perform a slow-changing display so that the identification information imitating the number "1" (the third pattern imitating an octopus) is first visible.
[0033] In addition, in this control example, the presentation mode of the variable presentation is configured to be variable according to the variation mode of the middle symbol row Z2 after the reach state is reached, and is configured to be variable to a different presentation mode (reach mode) at the timing when the middle symbol row Z2 makes one revolution after the reach state is reached (5 seconds after the slow variation display is executed) or at the timing when it makes two revolutions (10 seconds after the slow variation display is executed). Therefore, by unifying the identification information of the middle symbol row Z2 that becomes visible first after the reach state is reached, as in this control example, it is possible to make it easy for the player to understand at what timing the change to a different presentation mode (reach mode) will occur.
[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 string Z2 has made one revolution or two revolutions since the reach state was reached, but is not limited thereto. For example, the timing for changing to a different presentation mode (reach mode) may be set to the timing when, after the reach state was reached, identification information that forms a combination indicating a jackpot (identical identification information to the identification information for which the reach state is stopped) passes over a reach effective line, or when identification information that is one step away from the identification information that forms a combination indicating a jackpot passes over a reach effective line. In this way, by configuring the change to a different presentation mode (reach mode) based on specific identification information corresponding to the type of identification information for which the reach state is stopped passing over a reach effective line, a relationship can be established for the player between the timing when the middle symbol string Z2 is stopped and displayed in a combination that results in a jackpot and the timing for changing to a different presentation mode (reach mode). Specifically, if the system is configured to change to a different presentation mode (reach mode) when identification information (the same identification information as the reach-stopped identification information) that forms a combination indicating a jackpot after the reach state is reached passes through the reach-enabled line, the timing when the middle symbol row Z2 is stopped and displayed in a combination that results in a jackpot and the timing when the change to a different presentation mode (reach mode) can be made to overlap for the player, so that when identification information (the same identification information as the reach-stopped identification information) that forms a combination indicating a jackpot approaches the reach-enabled line, the player can be made to pay close attention to the variable presentation with great anticipation. Note that if the symbol (third symbol) of the middle symbol row Z2 that is displayed in the reach state is stopped and displayed in a mode different from the combination that indicates a jackpot (for example, shifted by one frame), a further variable presentation may be developed (pseudo consecutive combination) or if the result of the next special symbol lottery shown is a winning combination (chance symbol), a presentation suggesting the stopping of a pseudo consecutive combination or a chance symbol rather than a jackpot may be executed in the currently executing reach state. In this case, the effects suggesting the stopping of pseudo consecutive or chance combinations are effects that suggest that if a combination other than that indicating a jackpot is displayed, a beneficial bonus will be awarded to the player.
[0035] Here, in this control example, as described above, regardless of which third symbol is used to reach the winning state, the middle symbol row Z2 is configured to be displayed in a slow-changing manner so that a specific identification state (the third symbol modeled after the number "1") is first visible. Therefore, for example, if the third symbol combination that is finally displayed as a winning combination is one type different from the third symbol combination that results in a jackpot (one frame off the winning combination) (if the final winning display pattern is determined in advance), a new problem arises in that the period from when the winning state is reached until all the third symbols are displayed as a winning combination (until the final winning display pattern is displayed as a winning combination) will differ depending on the type of third symbol that results in the winning state. Specifically, when the reach state is reached with the third symbol that resembles the number "1," the middle symbol row Z2 slowly fluctuates to display the third symbol that resembles the number "1" as a specific symbol, so it takes 5.5 seconds (first lap) or 10.5 seconds (second lap) from the time the reach state is reached to stop and display the middle symbol row Z2 just one frame away from the reach state as the final stop display mode, and when the reach state is reached with the third symbol that resembles the number "6," the middle symbol row Z2 slowly fluctuates to display the third symbol that resembles the number "1" as a specific symbol, so it takes 8 seconds (first lap) or 13 seconds (second lap) from the time the reach state is reached to stop and display the middle symbol row Z2 just one frame away from the reach state as the final stop display mode. Therefore, in order to achieve a reach state with different types of third symbols in a variation pattern in which the same variation time is set, it was necessary to execute a process to calculate backwards from the timing of the stop display of the third symbol to set the timing at which the reach state will occur. In other words, there was a problem in that the period from the timing at which the variation starts to occur until the reach state is reached is changed depending on the type of third symbol that is in the reach state, and an inconsistent reach presentation is executed, which reduces the presentation effect.
[0036] In contrast, in this control example, when a special symbol lottery is executed, the main control device 110 determines the variation time of the first symbol to indicate the result of the special symbol lottery, and notifies the voice lamp control device 113 of the determined variation time by a variation pattern command. The voice lamp control device 113 then selects a variable display effect for a duration that matches the variation time notified by receiving the variation pattern command, which is a condition for varying another symbol, i.e., the period during which the effect can be executed, and executes the variable display effect of the third symbol in synchronization with the variable display of the first symbol, which is executed in a dynamic mode in which the result of the special symbol lottery (the result of the effect) cannot be grasped. Here, when the variation pattern command is received, the effect mode is first determined by processing that is not dependent on the state of set elements such as volume level and light level that can be set (adjusted) by the player, and then the final output variable display mode is determined by processing that reflects the state of the set elements. The fluctuation pattern command output from the main control device 110 is composed of a basic time command indicating the basic fluctuation time and an additional time command indicating the additional fluctuation time. The type of third symbol that will be in the reach state is varied based on the length of the fluctuation time included in the additional time command. More specifically, when a fluctuation pattern with a 30-second fluctuation time 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 additional time. On the other hand, when a fluctuation pattern with a 37-second fluctuation time 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 additional time. In other words, the voice lamp control device 113 is configured to be able to identify that the fluctuation type is 7 seconds longer than the basic time based on the notified content of the additional time command. This allows the type of third symbol that will be in the reach state to be set simply by checking the content of the additional time command.
[0037] Next, with reference to FIGS. 7(b) to 10, we will explain the effects of the second special symbol variation (lottery) that is executed when the normal state is set. First, with reference to FIG. 7(b), we will explain the display content of the third symbol display device 81 during the execution of a normal symbol variation that has been selected in the normal state. FIG. 7(b) is a schematic diagram showing an example of the display content displayed during the execution of a normal symbol variation that has been selected in the normal state. As shown in FIG. 7(b), when the normal symbol variation is executed, a variation display mode (indicated by an arrow in the figure) indicating that the 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 imitating the second ball entrance 640 including the electric device 640a that opens when a normal symbol is selected is displayed therein. A highlighting display (indicated by six lines in the figure) is executed to notify the player that the small display area Dm3 has been formed. 7(b) shows that the normal symbol variation is being executed, and therefore the icon displayed in the small display area Dm3 is a display mode that imitates the second entrance 640 including the closed electric device 640a. By configuring it in this way, the player can predict that the normal symbol variation will be executed soon, which can increase the interest of the game.
[0038] 7(b) is explained using an example of a normal symbol variation that has been selected as a winning symbol. However, during a portion of the normal symbol variation that has been selected as a losing symbol (for example, a 1 / 100 probability of a losing symbol variation), a small display area Dm3 is formed, and an effect (fake effect) is executed to display an icon resembling the second ball entrance 640 including the electric device 640a. In this case, an effect mode is set in which the small display area Dm3 disappears before the normal symbol variation (losing symbol variation) being performed stops and is displayed. By configuring in this way, an effect display in which the small display area Dm3 is formed is executed even when there is no winning symbol in the normal symbol lottery, so the player can play while expecting a winning normal symbol game to be executed. 7(b) illustrates an example of a display suggesting the start of a normal winning game by displaying an icon resembling the second ball entrance 640 including the electric device 640a in the small display area Dm3. However, this is not limited to this. 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. Furthermore, the display mode of the third symbol variation display currently being executed in the main display area Dm may be used to suggest the start of a normal winning game. In this case, the display suggesting the start of a normal winning game is executed only when both the normal symbol variation and the special symbol variation are being executed. Therefore, for example, a player who is only executing the normal symbol lottery by passing a ball through the normal symbol start gate (through gate) 67, which is easier to enter than the first ball entrance 64, which triggers the execution of the special symbol lottery, will not be informed of the results of the normal symbol lottery. Therefore, a special benefit (execution of a presentation that suggests the result of the normal symbol lottery in advance) can be given to a player who is playing normally and executing both the special symbol variation and the normal symbol variation. Similarly, the presentation using the small display area Dm3 used in this control example may be executed under the condition that the special symbol variation is being executed or that the game of shooting the ball is being executed continuously.
[0039] Additionally, the expected probability of a suggestive effect suggesting the start of a normal winning game may be varied depending on the game being played. For example, when a player is playing normally, a suggestive effect suggesting the start of a normal winning game is executed almost 100% of the time. However, when a player is playing a game that only executes a normal winning game without executing a special symbol lottery (stop-hit game), i.e., when a player is not playing normally, a suggestive effect suggesting the start of a normal winning game may be executed only about 10% of the time. This configuration makes it difficult for a player playing a stop-hit game to determine the start of a normal winning game based on the suggestive effect executed, and penalties may be imposed. As will be described in detail later, in this control example, up to four normal symbol lottery rights can be reserved, and when a new lottery right (normal symbol reserved) is acquired, the result of the normal symbol lottery using the acquired lottery right can be determined in advance. The system is configured to output a command (information) indicating the result of the preliminary determination to the audio lamp control device 113. Therefore, a suggestive effect suggesting that a normal winning game will be played can be executed before the normal symbol variation that has been selected is executed, i.e., from the stage where the normal symbol reserve, which is the result of the preliminary determination, has been acquired. In this case, the suggestive effect can be executed in a manner that is less obvious to the player than the suggestive effect shown in FIG. 7(b). For example, the suggestive effect can be executed in the same manner as the effect suggesting the result of the special symbol lottery corresponding to the currently executing special symbol variation or the result of the preliminary determination for the acquired special symbol reserve, and the executed suggestive effect can be configured to only inform the player that a situation advantageous to the player will soon be upon them.
[0040] In this way, the greater the difference between the timing of the actual execution of a normal winning game and the execution timing of the suggestive effect, the more difficult it becomes for the player to understand the presentation mode of the suggestive effect intended to indicate that a normal winning game will be executed, and ultimately, the more difficult it becomes for the player to understand that the target of the suggestive effect is a normal winning game, thereby increasing the interest in the game when the suggestive effect is executed. Next, referring to FIG. 8(a), the presentation content when a normal winning game (long opening winning game) is executed during the normal state will be explained. FIG. 8(a) is a schematic diagram showing an example of the presentation content displayed when a normal winning game (long opening winning game) is executed during normal time (normal state). In this control example, during the normal state in which a low probability state of a normal pattern is set, the probability of winning in the normal pattern lottery is designed to be 1 / 100, and the fluctuation time of the normal pattern fluctuation executed in the low probability state of a normal pattern is designed to be 10 seconds. As described above with reference to FIG. 4, approximately half of the balls fired pass through the normal symbol starting gate (through gate) 67 in both right-hand and left-hand gameplay. The system is also configured to store up to four normal symbol lottery rights (normal symbol reserves). In other words, while gameplay continues in the normal state, normal symbol lotteries are continuously performed, and normal symbol wins occur approximately once every 1,000 seconds. Furthermore, when a normal symbol win occurs in the normal state, a normal symbol win game (long release win) is executed, in which the electric device 640a is opened for 5 seconds. As shown in FIG. 4, the electric device 640a is located below the first ball entrance 64, so that a ball fired can enter the second ball entrance 640 simply by continuing to play aiming at the first ball entrance 64. Therefore, it is possible to prevent a situation from occurring in which the player is unable to get the ball into the second ball entrance 640 when playing a normal winning game during a low probability state in which a normal pattern occurs with a low probability.
[0041] When a player wins the normal symbol lottery in the normal state, as shown in FIG. 8(a), the identification information (symbol) is displayed in the small display area Dm2 in a combination (two circles in the figure) indicating that the normal symbol lottery result is a win, and the normal symbol winning game is executed. Then, a message saying "Aim for the electric chute" is displayed above the main display area Dm, and an icon resembling an open electric chute (the second ball entrance 640 including the electric device 640a) is displayed in the small display area Dm3. Note that the normal symbol lottery and the special symbol lottery are configured to be executed in parallel (overlapping), so the variable display of the third symbol executed in response to the special symbol variation and the variable display of the fourth symbol executed in the small display area Dm1 continue to be executed during the normal symbol winning game. Additionally, in the standby area Ds1b of the secondary display area Ds, the special symbol 2 reserved symbol (shown as a black circle in the figure) indicating the number of reserved memories of the second special symbol (special symbol 2 reserved balls) acquired based on the ball entering the second ball entrance 640 is displayed (to the left of the standby area Ds1b) in priority to the special symbol 1 reserved symbol (shown as a white circle in the figure) indicating the number of reserved memories of the first special symbol (special symbol 1 reserved balls) acquired. In other words, the state shown in FIG. 8(a) is the state after four or more balls have entered the second ball entrance 640 during a normal winning game, and after the maximum number of reserved special symbols (four) has been acquired. In this control example, the lottery for the second special symbol is configured to be executed with priority over the lottery for the first special symbol, so the special symbol lottery is executed with priority for the special symbol 2 reserved ball acquired later over the special symbol 1 reserved ball acquired earlier. By configuring it in this way, when a normal winning game is executed during the normal state and multiple reserved balls for special symbol 2 are acquired, it becomes possible to execute the lottery for the second special symbol in a continuous manner with priority, so that the period during which the lottery for the second special symbol is executed can be set as an advantageous period (chance zone) that is advantageous to the player and a special effect can be executed, and an effect that is easy for the player to understand can be provided.
[0042] In this control example, the standby area Ds1b is configured to display the acquired special reserved balls 1 and 2 side by side (up to eight balls), but for example, if a special reserved ball display area that displays only the special reserved balls 1 and a special reserved ball display area that displays only the special reserved balls 2 are used, if the reserved ball of the second special pattern for which the special pattern lottery is executed first is not acquired, the special reserved ball display area can be displayed more prominently than the special reserved ball display area 2, and if the reserved ball of the second special pattern is acquired, the special reserved ball display area can be displayed more prominently than the special reserved ball display area 1. By configuring in this way, it is possible to clearly notify the player whether the lottery for the first special pattern or the lottery for the second special pattern will be executed next. The display screen shown in Figure 8(a) is configured to continue to be displayed until either the end of the normal winning game in the normal state or the start of the second special symbol variation in the normal state. In other words, even during normal winning game, if the second special symbol variation begins, the chance zone effect described below with reference to Figure 8(b) is executed. On the other hand, if the second special symbol variation does not begin even when the end of the normal winning game is reached, for example, if a normal winning 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 "Chance Zone Waiting" are displayed above the main display area Dm, and when the currently executing first special symbol variation ends, a standby screen is displayed to notify the player that the second special symbol variation will begin.
[0043] In this control example, as shown in Figure 8(a), when a normal winning game is executed during the first special symbol change, the third symbol change effect (shown by three arrows in the figure) executed in the main display area Dm corresponding to the first special symbol change being executed continues to be displayed, while a portion of the main display area Dm (the small display area Dm3 formed in the lower right in the figure) notifies the player that a normal winning game is being executed. In this case, it is preferable to configure the size of the display area used to indicate that a normal winning game is being executed based on the lottery result of the first special symbol change being executed to be variable. For example, if the first special symbol change being executed is a jackpot winning, it is preferable to make the small display area Dm3 smaller than the example shown in Figure 8(a) or to not form the small display area Dm3. By configuring in this way, it is possible to prevent the formation of the small display area Dm3 from reducing the visibility of the third symbol change effect indicating a jackpot winning. Furthermore, if a normal winning game is started without the small display area Dm3 being formed, the player can be notified that the currently executing special symbol change (first special symbol change) is a jackpot change. Therefore, even if the small display area Dm3 does not notify the player that a normal winning game has been executed, the player can be made to pay close attention to the operation status of the electric device 640a. When using such a configuration, it is preferable to configure the display to be the same as a jackpot change even in some cases where the currently executing special symbol change is not a jackpot change (a losing change). On the other hand, if the currently executing special symbol change (first special symbol change) is a losing change or if no special symbol change is being executed, the small display area Dm3 may be made larger than the example shown in FIG. 8(a), or the entire main display area Dm may be configured to display that a normal winning game has been executed.
[0044] In other words, when multiple pieces of information (lottery results and winning game status) need to be displayed overlappingly within the limited display area of the third symbol display device 81, it is sufficient to configure the display so that information that is 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 depending on the player. For example, some players may consider information indicating a jackpot win in a special symbol lottery to be advantageous, while other players may consider information with a lower appearance rate to be advantageous rather than the results of the 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 advantage degree 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 set the display mode corresponding to the various pieces of information displayed on the display surface of the third symbol display device 81 based on the advantage degree selected by the advantage degree selection means. This allows various pieces of information to be displayed in a display mode that is less likely to cause discomfort to the player. Next, the effects during the chance zone in which the second special symbol lottery (variation) is executed during the normal state will be described with reference to FIGS. 8(b) through 10. FIG. 8(b) is a schematic diagram illustrating an example of the effects executed when the chance zone is set. As shown in FIG. 8(b), when the second special symbol lottery (variation) is executed during the normal state, a message saying "Chance Zone Entry" is displayed above the main display area Dm. This chance zone is a favorable period set during the period until all reserved special symbols 2 acquired during the normal state are consumed. It 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) to the end of the last second special symbol lottery (variation). This allows the player to easily understand that they are currently in a favorable period.
[0045] In addition, in the sub-display area Ds, if a jackpot is won during the chance zone, the words "High probability of getting a probability variable" are displayed as a guide display mode to indicate that there is a high probability of obtaining a probability variable state. Although a detailed explanation will be given later, in the pachinko machine 10 in this control example, the probability of winning a jackpot is the same in the first special symbol lottery and the second special symbol lottery, but the pachinko machine 10 is configured so that the probability variable state is more likely to be set after the jackpot game ends if the jackpot is won in the second special symbol lottery than if the jackpot is won in the first special symbol lottery. Therefore, during the normal state in which the first special symbol lottery is mainly executed, the chance zone period in which the second special symbol lottery is executed is a period in which it is easier to obtain a jackpot that results in a probability variable state than periods other than the chance zone in the normal state. Therefore, as shown in FIG. 8(b), the words "High probability of getting a probability variable state" are displayed as a guide display mode to indicate that there is a high probability of obtaining a probability variable state.
[0046] Although detailed explanations will be given later, during this chance zone, a pseudo-variation effect is executed to make it appear as if multiple special symbol variations have been performed during one special symbol variation (second special symbol variation). Therefore, the display mode (see FIG. 8(a)) indicating the reserved memory number of special symbols displayed in the sub-display area Ds is hidden, and the reserved number of special symbols 1 (in the figure, "2" indicating that the reserved number of special symbols 1 is two) is displayed in the small display area Ds11 formed on the upper right side of the main display area Dm, and the reserved number of special symbols 2 (in the figure, "3" indicating that the reserved number of special symbols 2 is three) is displayed in the small display area Ds12. In other words, in this first control example, when a reserved special symbol is acquired during the normal state, the reserved symbol (see FIG. 8(a)) is immediately displayed, and during the chance zone, only the reserved number is displayed in the small display area Ds11 or the small display area Ds12 without displaying the reserved symbol. Then, when the state transitions to the normal state while the reserved number is displayed in the small display area Ds11 or the small display area Ds12, the reserved symbol corresponding to the reserved number displayed in the small display area Ds11 or the small display area Ds12 is displayed. In other words, the reserved ball number displayed in the small display area Ds11 or the small display area Ds12 is a mode that notifies in advance that the display of the reserved symbol will be executed after the prohibition period is lifted during the period when the display of the reserved symbol is prohibited. Therefore, the process of displaying the reserved symbol for the reserved memory (special symbol reservation) of the acquired special symbol in this first control example is a different form of the process of immediately notifying the number of prize balls acquired during the small win game and notifying the number of prize balls acquired during the pseudo small win effect after the pseudo small win effect has ended.
[0047] As shown in FIG. 8(b), the display mode displayed in the small display areas Ds11 and Ds12 is configured to be more difficult for the player to see than the display mode displayed in the standby area Ds1b (see FIG. 8(a)) of the sub-display area Ds, making it difficult for the player to grasp the number of reserved special symbols during the chance zone. Therefore, when a pseudo-variation effect is executed during the chance zone, it can be made to seem as if multiple special symbol lotteries (variations) have actually been executed, enhancing the effect of the effect. Note that in this control example, the number of reserved special symbols is displayed using a portion of the main display area Dm (small display areas Ds11 and Ds12). However, this is not limited to this. The number of reserved special symbols may not be notified to the player during the chance zone, or the number of reserved special symbols may be notified in an area other than the display surface of the third pattern display device 81 (for example, an LED provided in the variable display unit 80). Furthermore, it is sufficient to configure it so that it is difficult for the player to distinguish the number of reserved special symbols. For example, it is possible to switch from a display mode using numbers that allows the player to easily distinguish the number of reserved special symbols to a display mode in which colors change according to each reserved special symbol number. In this configuration, even if the player can easily grasp the display mode for indicating the reserved special symbol number, it is possible to prevent the current reserved special symbol number from being easily distinguished, thereby achieving the same effect as this control example. Note that the display mode displayed in the small display area Ds11 and the small display area Ds12 in this first control example only displays the reserved number of acquired special symbols, and does not display information related to winning information included in the reserved special symbols that have been acquired. In other words, the display mode displayed in the small display area Ds11 and the small display area Ds12 in this first control example is a display mode that corresponds to some of the various information obtained when a game ball enters the first ball entrance 64 or the second ball entrance 640 during the period when the special state is set, and is therefore a different form of the display mode of the number of prize balls displayed during a jackpot game (during a favorable game period).
[0048] Also, as shown in FIG. 8(b), a rabbit-shaped character 1801 is displayed in the lower right of the main display area Dm, indicating that the second special symbol is currently fluctuating. As described above, the special symbol lottery (variation) and the normal symbol lottery (variation) are executed in parallel (overlapping), so the period during which the normal symbol winning game is being executed may overlap with the first special symbol fluctuating period (see FIG. 8(a)), or may not overlap. If the normal symbol winning game is executed during the first special symbol fluctuating period, the second special symbol lottery is executed after the ongoing first special symbol fluctuating period ends, and if it does not overlap with the first special symbol fluctuating period, the second special symbol lottery is executed immediately after the ball enters the second ball entrance 640 during the normal symbol winning game (during the normal symbol winning game). In other words, the timing of the second special symbol lottery will differ depending on the variation status of the first special symbol when a normal winning game is executed, which causes a problem that it becomes difficult for the player to accurately determine whether the currently executed special symbol variation is the first special symbol variation or the second special symbol variation. In contrast, in this control example, when the second special symbol variation is executed, the character 1801 is displayed in the main display area Dm, so that the player can easily understand whether the currently executed special symbol variation is the first special symbol variation or the second special symbol variation. Next, with reference to Figures 9 and 10, the contents of the pseudo-variation effect (special variation effect) among the variation effects executed during the chance zone will be explained. Figure 9(a) is a schematic diagram showing an example of a display screen when the third symbol temporarily stops during a special variation effect, Figure 9(b) is a schematic diagram showing an example of a display screen when the third symbol restarts during a special variation effect that is executed when the special symbol 2 reserved ball has been acquired, and Figure 10 is a schematic diagram showing an example of a display screen when the third symbol restarts during a special variation effect that is executed when the special symbol 2 reserved ball has not been acquired.
[0049] Here, we will explain the content of the special variation effect (pseudo variation effect). This special variation effect involves temporarily stopping the display of the third symbol during the variation period of one second special symbol variation and then restarting it, creating a pseudo variation effect that makes the player believe that multiple special symbol variations have occurred. First, a reach effect is executed during the first half of the special variation effect (approximately 10 seconds). At the end of the first half, as shown in Figure 9(a), the third symbol is temporarily stopped (in the figure, the third symbol is displayed with a wavy line) in a combination indicating a loss (shown as "353" in the figure). At this point, i.e., at the end of the first half of the special variation effect, the word "unfortunate" is displayed in the sub-display area Ds, indicating that the result of the special symbol lottery is a loss, making the player believe that the second special symbol lottery performed during the chance zone was a loss. In other words, during the first half of the special variable effect, which is the period until the specified conditions are met, a special first half effect is executed in which the reach effect that gives hope for a jackpot win is stopped (temporarily stopped) with a result indicating a miss. Then, during the second half of the special variable effect (approximately 30 seconds), which is the period after the specified conditions are met, a variable effect (special second half effect) is executed in which the temporarily stopped third symbol is restarted. This special second half effect is configured to vary its presentation mode depending on the number of reserved special symbols 2 that have been acquired. For example, when the reserved special symbol 2 ball is secured, as shown in Figure 9(b), the special second half effect is executed in a presentation mode corresponding to the second special symbol variation in the chance zone. When the reserved special symbol 2 ball is not secured, as shown in Figure 10, the special second half effect is executed in a presentation mode corresponding to the first special symbol variation that is executed after the chance zone ends. In other words, in this control example, the type of special symbol variation to be executed after the currently executing second special symbol variation is completed is determined based on the number of reserved special symbols, and the performance mode of the special latter half performance is set in the performance mode corresponding to the determination result. Therefore, it is possible to make the player more strongly believe that multiple special symbol variations have been executed during one second special symbol variation.The special variation effect (pseudo-variation effect) described above is configured to be executable in a plurality of presentation patterns in which the number of times (number of restarts) to restart after the third symbol is stopped and displayed is set to any one of 1 to 4, and is configured so that a presentation pattern with a greater number of restarts is more likely to be determined when the result of the special symbol lottery is a jackpot than when it is a miss. Specifically, based on the information on the result of the special symbol lottery and the information on the variation time contained in the variation pattern command output from the main control device 110, a variation effect pattern including information on whether or not to execute the pseudo-variation effect, i.e., information on whether or not to execute the pseudo-variation effect and the number of restarts when the pseudo-variation effect is executed, can be determined as a variation effect pattern corresponding to the variation pattern command received on the voice lamp control device 113 side.
[0050] Furthermore, in this control example, when a special second half effect is executed in a presentation mode corresponding to the second special symbol variation in the chance zone (see FIG. 9(b)), the number of times the third symbol is temporarily stopped during the second half period is configured to vary depending on the number of reserved special symbol 2 symbols already acquired. While detailed explanations are omitted, if neither the reserved special symbol 2 ball nor the reserved special symbol 1 ball is secured when the special variation effect is executed, the temporary stop display of the third symbol shown in FIG. 9(a) is not executed, and a single variation effect (a variation effect in which the third symbol is never temporarily stopped) is executed using the entire variation period of the second special symbol variation. This allows the player to feel that multiple special symbol variations have been executed during a single second special symbol variation. Additionally, only when the result of the second special symbol lottery is a jackpot, a presentation mode is configured in which the number of temporary stops of the third symbol executed during the second half period is different from the number of reserved special symbol 2 symbols already acquired. Therefore, for example, if the third symbol temporarily stops five or more times, the player can be made to expect that the second special symbol variation currently being executed will result in a jackpot. As mentioned above, in this control example, the player is configured to have difficulty distinguishing 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, the number of temporary stop displays and the number of stop displays can be mixed together to make the player think that the temporary stop display has occurred five or more times, or that some of the temporary stop displays are stopped, making the player think that the number of temporary stop displays has not reached five even though the temporary stop display has actually occurred five or more times, thereby providing the player with the enjoyment of predicting the outcome of the presentation.
[0051] Note that other configurations may be used as the presentation mode of the special variation effect. For example, a display mode indicating the number of times the third symbol has been temporarily stopped during one second special symbol variation may be displayed on the display surface of the third symbol display device 81, so that the player can easily grasp the number of times the third symbol has been temporarily stopped during one second special symbol variation. Alternatively, at least a part of the presentation mode of the special variation effect (for example, background color, third symbol effect, etc.) may be configured to change in stages depending on the number of times the third symbol has been temporarily stopped during one second special symbol variation. Also, a display mode (for example, 1st time, 2nd time) indicating the number of times the temporarily stopped third symbol has been temporarily stopped may be displayed temporarily at the timing when the temporarily stopped third symbol is redisplayed. As shown in Figure 10, if a special variation effect is executed without securing the special symbol 2 reserved ball, the words "Chance Zone Ended" are displayed in the secondary display area Ds to indicate the end of the chance zone. The third symbol displayed in the primary display area Dm changes to a variation corresponding to the first special symbol variation (a variation in which the third symbol moves horizontally). This results in a special second half effect, where the player is led 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. This provides a surprising effect for the player. As will be explained in detail later, this control example is configured so that the above-described special variation effect is executed for some of the second special symbol variations during the normal state, while for the rest, one variation effect is executed for each second special symbol variation. This prevents the special variation effect from running unnecessarily long when multiple (up to four) special symbol 2 reserved balls are acquired during a normal game.
[0052] Next, the contents of the presentation executed during the jackpot ending period in this control example will be explained with reference to Fig. 11. Fig. 11(a) is a schematic diagram showing an example of a display mode displayed during the first half of the ending period of a normal jackpot game, Fig. 11(b) is a schematic diagram showing an example of a display mode displayed during the first half of the ending period of a probability variable jackpot game, Fig. 11(c) is a schematic diagram showing an example of a display mode displayed during the second half of the ending period of a normal jackpot game, and Fig. 11(d) is a schematic diagram showing an example of a display mode displayed during the second half of the ending period of a probability variable jackpot game. In this control example, if the jackpot game executed when a jackpot is won during a normal state is a jackpot game (probability variable jackpot game) that is likely to set a probability variable state, which is a game state advantageous to the player, the jackpot ending period is set longer than if the jackpot game is a jackpot game (normal jackpot game) that is unlikely to set a probability variable state, which is a game state advantageous to the player. Specifically, the jackpot ending period is set to 17 seconds for probability variable jackpot games and 15 seconds for normal jackpot games. This configuration makes it possible to clearly notify the player during the ending period (before the probability variable state is set) that the game content will change significantly through the jackpot game (transition from the normal state to the probability variable state). Furthermore, the long ending period can be used to notify the player of the game content to be executed after the jackpot game ends. Furthermore, in this control example, as described above, even when a probability variable jackpot game is executed, the probability variable state is not set unless the ball that entered the variable winning device 65 is made to flow down to the specific area (V gate) 65v (see FIG. 5). Therefore, if the ball cannot be made to flow down to the specific area (V gate) 65v during the probability variable jackpot game, the probability variable state is not set after the probability variable jackpot game ends, and a time-saving state (low probability state for special symbols, high probability state for normal symbols) is set, just like in a normal jackpot game.
[0053] In this case, if a notification effect indicating that a probability variable state will be set is executed during the ending period of a probability variable jackpot game, the content of the notification effect will differ from the actual game state, causing dissatisfaction for the player. Furthermore, if the presentation mode of the notification effect executed during the ending period of a probability variable jackpot game (17 seconds) is switched to the presentation mode of the notification effect executed during the ending period of a normal jackpot game (15 seconds), the length of the actual ending period and the presentation period of the notification effect will differ, resulting in a notification effect that feels strange to the player. Therefore, in this control example, the jackpot ending period is divided into a first half period and a second half period, and the length of the second half period is set to a uniform period (7 seconds) regardless of the type of jackpot game. The presentation mode of the notification effect executed during the second half period is determined according to the game state set after the jackpot game ends. Specifically, as shown in Figure 11, when a normal jackpot game is played, the notification effect executed during the jackpot ending period is to display the words "Chance mode 100 times" for the first half period (8 seconds) to indicate that a time-saving state will be set (see Figure 11(a)), and then, for the second half period (7 seconds), if a jackpot is won during the time-saving state (if a jackpot is won in the second special pattern lottery), the notification effect is executed to display the words "Get a super chance if you win during chance mode" as a game guide mode to indicate that a probability variable state is likely to be set (see Figure 11(c)). On the other hand, when a guaranteed jackpot game is played, the notification effect executed during the jackpot ending period is configured to display the words "Super Chance Mode 100 Times" (see Figure 11(b)) for the first half period (10 seconds) to indicate that a guaranteed jackpot state will be set, and then, for the second half period (7 seconds), to display the words "Be careful not to forget to take your card" (see Figure 11(d)) as a warning that is not directly related to the game content.
[0054] In this control example, the presentation mode of the notification effect executed during the jackpot ending period is configured to be preset at the timing when the jackpot game is executed. This eliminates the need to execute the process to determine the presentation mode of the notification effect every time a jackpot game is executed, thereby reducing the processing load of the control process executed during the jackpot game. Here, we will explain a case where a ball cannot flow into the specific area (V gate) 65v during the jackpot game even though a probability variable jackpot game has been executed. In this case, among the display modes shown in Figure 11(b), a process to hide the word "Super" and a process to switch the notification effect executed in the latter half of the jackpot ending period (7 seconds) to the notification effect executed in the latter half of the ending period of the normal jackpot game (7 seconds) (see Figure 11(c)) are executed. More specifically, in the display mode shown in Figure 11(a), the display layer (display image layer) on which the word "Super" is displayed is different from the display layer (display image layer) on which the word "100 Chance Modes" is displayed, and the display instruction for the display layer (display image layer) on which the word "Super" is displayed can be switched based on the determination result of whether or not the ball was able to flow into a specific gate during a jackpot game. This makes it possible to execute a notification effect corresponding to the determination result of whether or not the ball was able to flow into a specific gate during a jackpot game through a simple control process. Furthermore, since the presentation mode is switched during the second half of the jackpot ending period, which is set to be the same length, the presentation 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 varies depending on the jackpot type. However, this is not limited to this, and the length of the jackpot ending period may be the same for all jackpot types. In this control example, the second half of the jackpot ending period is set to be the same length for all jackpot types. However, this is not limited to this, and the first half of the jackpot ending period may be set to be the same length for all jackpot types. Furthermore, if there are three or more jackpot types, it is not necessary to set the same period for all of them. For example, the first half of the jackpot period for jackpot type A and jackpot type B may be the same length, and the second half of the jackpot period for jackpot type B and jackpot type C may be the same length. In this control example, the length of the ending period is set to vary depending on the jackpot type won. However, this is not limited to this, and the length of the ending period may be set to vary depending on the game result during the jackpot game. Next, with reference to Figures 12 to 14, the effects executed during the chance mode will be described. The pachinko machine 10 of this control example is configured so that a high probability state of a normal symbol is set 100 times after the end of a jackpot game. Furthermore, if the ball passes through a specific area (V gate) 65v during a jackpot game, a high probability state of a special symbol is set 50 times after the end of the jackpot game. Furthermore, as will be described in detail later, the pachinko machine is configured to be able to set a case where a V notification effect is executed to notify that the ball has passed through a specific area (V gate) 65v during a jackpot game, and a case where a V notification effect, which is a mode that suggests a changed state of the gaming machine, is not executed.
[0056] If the V notification effect is executed during a jackpot game, a presentation mode (special chance mode) is set to notify the player that a probability variable state (high probability state for special symbols, high probability state for normal symbols) has been set after the jackpot game has ended. If the V notification effect is not executed during a jackpot game, that is, if the ball does not pass through the specific area (V gate) 65v during the jackpot game, or if the ball passes through the specific area (V gate) 65v but the V notification effect is not executed, a presentation mode (chance mode) is set that makes it difficult for the player to determine whether a probability variable state has been set after the jackpot game has ended. When the chance mode is set as the presentation mode, the words "Chance Mode in Progress" are displayed above the main display area Dm, and a remaining period notification mode 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 FIG. 12(a)). 12(a) shows a state in which the 20th special symbol variation has been performed since the chance mode was set, and as a remaining period notification mode, the word "80 times" is displayed as a display mode consisting 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 presentation mode, it is possible to make it difficult for the player to understand whether the current game state is a probability variable state or a time-shortened state from the various display modes displayed on the display surface of the third symbol display device 81, so that the player can play while expecting that the current game state is a game state (probability variable state) that is advantageous to the player.
[0057] Furthermore, only if the V notification effect is not executed during a jackpot game, the chance mode can be set as the presentation mode even if a probability variable state is set after the jackpot game ends, so that it is possible to prevent a situation in which the chance mode is set after the jackpot game ends, confusing the player, despite the fact that it was notified that the ball had passed through the specific area (V gate) 65v during the jackpot game, i.e., that a probability variable state would be set after the jackpot game ends, and the player can be prevented from occurring. In addition, if the V notification effect is executed to notify that the ball has passed through the specific area (V gate) 65v during the jackpot game, the super chance mode is set as the presentation mode to indicate that a probability variable state has been set after the jackpot game ends, allowing the player 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 display is not executed, the chance mode is set as the display mode after the jackpot game ends. However, without being limited to this, the super chance mode may be set in some cases where the ball passes through a specific area (V gate) 65v during a jackpot game but the V notification display is not executed. In this case, for example, at the end of the jackpot game (after it has become impossible (difficult) to pass the ball through the specific area (V gate) 65v during this jackpot game), it is determined whether the ball has passed through the specific area (V gate) 65v during this jackpot game and whether a V notification effect has been executed, and in some cases (when a specific lottery result is obtained in a predetermined lottery) where the determination result is that the ball has passed through the specific area (V gate) 65v or that a V notification effect has not been executed, it is preferable to configure the display mode (Figures 11(b) and 11(d)) to show that a special probability variable state will be set during the ending period of the jackpot game, and to set a super chance mode as the effect mode after the jackpot game ends.
[0058] By configuring in this way, even if the V notification effect is not executed during the jackpot game, the possibility of the super chance mode being set can remain, so that the player can play with a sense of expectation until the jackpot game ends. As explained above, in this control example, when the chance mode is set as the effect mode to be set after the jackpot game ends, the game state will be set to either a time-saving state or a probability variable state. And, regardless of which game state is set, the remaining period of time during which the high probability state of the normal pattern will continue is displayed. In other words, the gaming machine is configured to be able to set a first advantageous gaming state (probable variable state) and a second advantageous gaming state (time-shortened state) as advantageous gaming states that are more advantageous to the player than the normal state as gaming states to be set after the end of a jackpot game, the first advantageous gaming state continues for a predetermined first period (the period from the end of the jackpot game until the special pattern variation is executed 50 times), and the second advantageous gaming state continues for a second period longer than the above-mentioned first period (the period from the end of the jackpot game until the special pattern variation is executed 100 times), and after the first advantageous gaming state is set after the end of a jackpot game, if the first period has passed, the second advantageous gaming state is set until the second period has passed, and in such a gaming machine that is configured to set the normal state after the second period has passed, it is configured to be able to execute a remaining period notification to indicate the remaining period until the advantageous gaming state ends (second period), regardless of whether the probable variable state is set after the end of a jackpot game. By configuring in this way, it is possible to inform the player of the duration of the advantageous game state that is more advantageous to the player than the normal state in an easy-to-understand manner. Furthermore, in this control example, when the remaining period of the second period (the remaining period of the chance mode) is set, a game state suggestion effect for suggesting to the player whether the current game state is a probability variable state or a time-shortened state is configured to be executable using the notification mode (display mode) of the remaining period notification.
[0059] Here, with reference to FIG. 12(b), the contents of the game state suggestion effect executed during the chance mode will be described. FIG. 12(b) is a schematic diagram illustrating an example of the display contents of the game state suggestion effect executed during the chance mode. As shown in FIG. 12(b), when a chance mode is set while the probability variable state is set and a predetermined notification condition is met, a game state suggestion effect (displayed as a white display in FIG. 12(b)) is executed, in which the display mode of the remaining time notification displayed in the small display area Ds2 is changed. Note that this configuration is another form of a configuration in which a different presentation mode from the normal mode is displayed when a predetermined condition is met. Then, a comment saying "Expectation of jackpot increased" is displayed in the small display area Ds1 of the sub-display area Ds. This configuration can provide the player with the fun of predicting which game state among the advantageous game states has been set while notifying the player of the period until the advantageous game state advantageous to the player ends. Although detailed explanations are omitted, in this control example, the same display mode as that shown in FIG. 12(b) can be displayed when the currently executing special symbol variation is a jackpot variation, or when the acquired special symbol 2 reserved ball contains information about winning the jackpot, and during the period in the chance mode during which the probability variable state can be set (the period from the end of the jackpot game until 50 special symbol variations are executed). This configuration allows various information more advantageous to the player (information indicating that the probability variable state is set, information about winning the jackpot) to be displayed using the same display mode during the chance mode, which indicates the period during which an advantageous game state advantageous to the player continues, thereby providing an easy-to-understand presentation for the player. Furthermore, even when the time-saving state is actually set, a display mode that is likely to be displayed when the probability variable state is set based on winning the jackpot can be displayed, which makes the player believe that the probability variable state is set at a higher rate than the design value, thereby increasing the player's motivation to play.
[0060] Note that the control system may be configured to execute effects during the chance mode using a different technical concept from that of the present control example described above. For example, when a chance mode is set during a probability variable state, if a jackpot is won or if the acquired special chart 2 reserved ball contains information indicating a jackpot, a suggestion effect may be executed to suggest that the currently set game state is a time-saving state (for example, an effect in which the remaining time notification is displayed in a different display mode (e.g., a display mode in which Chinese numerals are displayed) than those shown in Figures 12(a) and (b)). This allows a player to believe that they won a jackpot during a time-saving state that is more disadvantageous to the player than a probability variable state, even in an advantageous game state, thereby increasing the player's motivation to play. Furthermore, the percentage of times the probability variable state is set in the game history can be made to appear lower than it actually is, allowing the player to play with greater anticipation that the probability variable 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, by varying the display mode of the remaining period notification mode for indicating the period (remaining period) that the chance mode will continue for, the currently set game state can be suggested to the player, and it is configured so that a player who is carefully watching the remaining period of the chance mode can easily understand the game state suggestion effect that suggests the currently set game state. However, the game state suggestion effect may be executed using a mode other than the remaining period notification mode. For example, it may be configured to display a first display mode (e.g., the word "chance") that is more likely to be displayed when a probability variable state is set than when a time-shortened state is set, or a second display mode (e.g., the word "pinch") that is more likely to be displayed when a time-shortened state is set than when a probability variable state is set, on the display surface of the third pattern display device 81, or it may be configured to execute the game state suggestion effect by varying the display mode of the third pattern (main pattern sz, sub-pattern fz) displayed on the display surface of the third pattern display device 81.
[0061] In this first control example, both the high probability state of the special pattern and the high probability state of the normal pattern are configured to end when the number of times the special pattern variation is executed reaches a predetermined number of times, so as shown in Figures 12(a) and (b), the display mode of the remaining period notification that notifies the remaining period for which the chance mode will continue (the remaining period for which the high probability state of the special pattern or the high probability state of the normal pattern can continue) is used to make it possible to suggest the current game state.However, for example, the above-mentioned chance mode configuration may also be used in a pachinko machine 10 that is configured so that the high probability state of the special pattern will continue until the next jackpot game is executed. In this case, when a time-saving state (low probability state for special symbols, high probability state for normal symbols) is set as the duration of the chance mode, the remaining period until the high probability state for the normal symbols ends (the period until the time-saving state ends) is notified by a remaining period notification, and when the remaining period notified by the remaining period notification has elapsed, if the time-saving state is set, an effect is executed to notify that the state has transitioned to the normal state, and if a probability variable state is set, an effect can be executed in which the word "Congratulations" is displayed as a display mode indicating that the high probability state for special symbols will continue until the next jackpot game is executed, that is, a display mode indicating that the remaining period for which the probability variable state will continue is the period until the next jackpot, and the word "Congratulations" can be displayed if a predetermined notification condition is met during the period in which the chance mode is set.
[0062] In other words, instead of the remaining period notification mode (see FIG. 12(a)) that is updated as needed to correspond to the remaining period of the chance mode, which is updated each time a special symbol lottery is executed, a display mode that simply indicates the existence of the remaining period of the chance mode, i.e., a remaining period notification mode that does not indicate the number of remaining special symbol lotteries that can be executed during the chance mode, as in the remaining period notification mode shown in FIG. 12(a), may be used. Alternatively, a remaining period notification mode that can roughly indicate the remaining period of the chance mode by changing the display mode (e.g., changing the display color) in accordance with the length of the remaining period of the chance mode may be used. Furthermore, a configuration may be made in which multiple remaining period notification modes can be displayed, and by combining the display modes of the multiple displayed remaining period notification modes, the player can grasp the remaining period of the chance mode. Next, with reference to FIGS. 13 and 14, the effects executed when a player operates the operating means during the chance mode will be described. In this control example, when a player performs a predetermined operation on the frame button 22 (see FIG. 4), various effects (operation effects) can be executed based on the operation content and operation timing. Although detailed explanations are omitted, the control is configured to execute an operation effect that changes the background image displayed in the main display area Dm of the third pattern display device 81, an operation effect that executes a guide notification to prompt the player to operate the frame button 22 as part of a variable effect executed in the main display area Dm of the third pattern display device 81, and executes an effect in a different mode when the player operates the frame button 22 than when the player does not operate the frame button 22, specifically, an operation effect that can display a specific display mode (such as a chance icon indicating the player's degree of advantage) after a predetermined time has elapsed, and that can display a specific display mode without waiting for the predetermined time to elapse when the player operates the frame button 22 as a condition that can be established by an operation executed by the player within a predetermined time, and an operation effect for livening up the variable effect executed in the main display area Dm of the third pattern display device 81, etc. This makes it possible to motivate the player to play games other than shooting balls, thereby preventing the player from becoming bored with the game too early.
[0063] Here, among the above-mentioned operation effects, the contents of the various operation effects executed during the chance mode will be explained. Details will be described later with reference to FIG. 27. In this control example, when a favorable gaming state (time-saving state, probability variable state) is set, a different change time can be selected depending on the number of special symbol changes since the favorable gaming state was set. Specifically, the period from the "1st to 20th" special symbol changes since the favorable gaming state was set is a first period (high-speed change period) in which a short change time (e.g., 5 seconds) is likely to be selected. The period from the "21st to 49th" special symbol changes is a second period in which a longer change time (e.g., 10 to 30 seconds) than the first period is likely to be set. Only the "50th" change is a specific period in which a specific change time (e.g., 20 seconds) is set. The period from the "51st to 100th" change is a third period in which a change time similar to that of the second period (e.g., 10 to 30 seconds) is likely to be set. In other words, during the predetermined period (first period) after the chance mode is set, i.e., 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, multiple jackpot games can be played at short intervals. This makes it possible for the player to believe that the next jackpot game is being played as part of the previous jackpot game, thereby increasing the player's interest in the game. Furthermore, during the second and third periods described above, special symbol variations with shorter variation times are more likely to occur than when the normal state is set, and special symbol variations with longer variation times than during the first period are more likely to occur. This allows a period during the chance mode during which a suggestive effect is performed to indicate whether the currently set game state is a time-saving state or a probability variable state during one special symbol variation. In addition, during a specific period (the 50th special pattern change after the advantageous game state is set), a special pattern change is always performed for a specific change time (20 seconds), and a suggestive effect is performed for 20 seconds to indicate to the player whether or not the probability change state has been set (is being set).
[0064] In this way, by configuring the variation time to be selectable depending on the number of times the special symbol variation is performed, it is possible to execute the effect corresponding to each variation number using an appropriate period. Figure 13(a) is a schematic diagram showing an example of the display content displayed during a period other than the high-speed variation period (normal variation period) when the chance mode is set as the presentation mode and the normal state is internally set, and Figure 13(b) is a schematic diagram showing the presentation mode when the frame button 22 is operated during the display presentation shown in Figure 13(a). In this control example, during the normal variation period in the chance mode, the player can arbitrarily select the background image displayed on the display surface of the third symbol display device 81, and by the player pressing (operating) the frame button 22, the background image is alternately switched between an ocean background (ocean mode) and a mountain background (mountain mode). 13(a), when the background image can be switched, an icon HR10 resembling a 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 depression), and the small display area Ds1 of the sub-display area Ds displays the words "sea mode," 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 FIG. 13(b).
[0065] Next, referring to FIG. 14, the details of the operation effects during the high-speed fluctuation period in the chance mode will be explained. In this control example, if the frame button 22 is operated during the high-speed fluctuation period (the period from the time-saving state or the probability variable state is set until the 20th special symbol fluctuation ends), the background image is not switched (is difficult to switch). In other words, during the high-speed fluctuation period in which a short fluctuation time (5 seconds) is selected as the fluctuation time for one special symbol fluctuation, if the background image were switched, the display mode displayed on the display surface of the third symbol display device 81 would change frequently, making it difficult for the player to understand the results of the special symbol lottery. Therefore, the background image is not switched (is difficult to switch). However, if all player operations on the frame button 22 during the high-speed fluctuation period were disabled, there was a problem in that the player's motivation to play would be reduced. Therefore, in this control example, when the player operates the frame button 22 during the high-speed fluctuation period, a different effect is executed instead of switching the background image. Specifically, as shown in Figure 14(a), during the high-speed fluctuation period in the chance mode, the words "Special Mode" are displayed in the small display area Ds1 of the sub-display area Ds, informing the player that they are currently in the high-speed fluctuation period. During this "Special Mode," regardless of the results of the special symbol lottery, a special symbol fluctuation with a set fluctuation time of 5 seconds is executed, and the third symbol fluctuation effect is also executed in a "Special Mode"-specific fluctuation effect. 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, as shown in Figure 14(b), a game status suggestion effect is executed in which the display mode of the remaining time notification displayed in the small display area Ds2 is changed.
[0066] In this way, even if the proximity sensor detects the same operation (pressing the frame button 22) without touching the detectable portion of the frame button 22, which is a component detected by the proximity sensor, the content of the operation effect to be executed varies depending on the timing of the operation, thereby encouraging the player to play the game with various timings to operate the frame button 22. Also, in this control example, as shown in FIG. 13(a) or FIG. 14(a), the guide display (icon HR10) for guiding the player to operate (press) the frame button 22 is the same, and when the player performs the same operation (pressing the frame button 22) while the guide display (icon HR10) is displayed as a predetermined state related to the game, the content of the operation effect to be executed varies depending on the timing of the operation. Therefore, it is difficult for the player to know what operation effect will be executed until he actually operates (presses) the frame button 22, which encourages the player to operate the frame button 22 with greater enthusiasm. 32 and 33, in this control example, multiple operation effects can be executed when the frame button 22 is operated during the high-speed fluctuation period, and the rate at which each operation effect is selected varies depending on the set game state. In other words, the appearance rate of each operation effect executed during the high-speed fluctuation period can be used to predict whether the currently set game state is a probability variable state or a time-saving state. Therefore, even if the same operation effect is repeatedly executed during the high-speed fluctuation period, it is possible to prevent the player's motivation to play from decreasing.
[0067] Furthermore, in this control example, even during the high-speed fluctuation period, only when a predetermined condition is met, pressing the frame button 22 switches the background image. Specifically, when the reserved ball (special symbol 2 reserved ball) of the second special symbol acquired during the high-speed fluctuation period contains information on winning a jackpot, a special fluctuation effect can be executed using the fluctuation time of the jackpot special symbol fluctuation corresponding to the special symbol 2 reserved ball containing the information on winning a jackpot and the special symbol fluctuation executed before the jackpot special symbol fluctuation (the special symbol fluctuation corresponding to the special symbol 2 reserved ball acquired before the special symbol 2 reserved ball containing the information on winning a jackpot), and when the player presses the frame button 22 while the conditions for executing the special fluctuation effect are met, the background image is switched from the currently displayed background image (e.g., sea mode) to a dedicated special background image (e.g., space mode). In other words, if background image switching is performed based on a player pressing a frame button 22 during a high-speed fluctuation period, the likelihood of winning a jackpot increases, which encourages the player to actively press the frame button 22. In addition, even during a high-speed fluctuation period, background image switching can be performed 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 presses the frame button 22 continuously for two seconds, and the period until the operation is determined to have been performed is longer than for a normal operation (press) on the frame button 22. In other words, when the frame button 22 is pressed and held for a long time, it is determined that a long press operation has been performed when a condition is met again within a predetermined period after the first press on the frame button 22. Therefore, since this operation is less likely to be performed frequently than a normal operation (press), even if background image switching is configured to be executable, frequent background image switching can be prevented.In this control example, a long press operation is used as a special operation in which the operation time is longer than a normal operation, but the present invention is not limited to this, and for example, an operation means having multiple operation units (for example, a cross key) may be provided in addition to the frame button 22 as an operation unit, and a special operation performed by operating the multiple operation units in a predetermined order may be defined. Also, a configuration may be adopted in which the frame button 22 is pressed multiple times within a predetermined period, and an execution condition for a predetermined effect is established based on the press operation, and if an execution condition is established again within a predetermined period after one execution condition is established, it may be determined that a special operation (repeated press) different from a normal operation (press) has been performed.
[0068] Next, referring to FIG. 15, the effects executed during the "Super Chance Mode" in which the player is notified that a probability variable state has been set will be described. FIG. 15(a) is a schematic diagram showing an example of the effects executed when a first special symbol variation is executed during the "Super Chance Mode," and FIG. 15(b) is a schematic diagram showing an example of the effects executed when a second special symbol variation is executed during the "Super Chance Mode." In this control example, when a probability variable state (a high probability state for a special symbol, a high probability state for a normal symbol) is set, the second special symbol lottery is more likely to be executed. Furthermore, when a jackpot is won in the second special symbol lottery, the probability variable state is set with a high probability (a probability variable jackpot game that can easily cause the ball to flow into a specific gate during a jackpot game is always executed). The probability variable state is configured to continue until the special symbol lottery has been executed a predetermined number of times (50 times). In other words, once the probability variable state is set, the probability variable state can be looped with a high probability as long as a jackpot is won in the second special symbol lottery (the jackpot probability in the high probability state of the special symbol is 1 / 50) before the predetermined number (50) of special symbol lotteries are executed. Therefore, a player playing during the probability variable state can be motivated to play in order to win the jackpot in the second special symbol lottery as soon as possible. Note that, although 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 be able to store the previously displayed third symbol combination (jackpot symbol). Then, immediately after the probability variable state is set (after the jackpot game ends), in which the previously displayed symbol can be displayed, the previous jackpot symbol is displayed on the display screen of the third symbol display device 81. By configuring it in this way, it is possible to make it easier for a player who starts playing in a new game state called a probability variable state to understand the type of jackpot winning (jackpot pattern) that triggered the setting of the new game state.
[0069] On the other hand, even when the probability variable state is set, for example, if a probability variable jackpot is won in the first special symbol lottery executed in the normal state, and the probability variable state is set immediately after the jackpot game ends, that is, when the probability variable state is set, the special symbol 2 reserved ball is not acquired, and the special symbol 1 reserved ball is acquired, the first special symbol lottery is executed. In this control example, as described above, when a jackpot is won in the second special symbol lottery, the probability variable jackpot game is executed 100% of the time, whereas when a jackpot is won in the first special symbol lottery, the probability variable jackpot game is executed 50% of the time, and the remaining 50% is executed as a normal jackpot game. In other words, even when the probability variable state is set, if a jackpot is won in the first special symbol lottery, the probability variable state may not be looped. In this way, if a jackpot is won in the first special symbol lottery during the probability variable state, if the player quickly determines that the jackpot is a jackpot type (normal jackpot) for which a normal jackpot game is executed, the player's motivation to play will decrease. Therefore, in this control example, as a variation effect corresponding to the first special symbol variation executed during the probability variable state, a double reach effect is easily executed, which is a variation effect in which the third symbol (identification information with an odd number) corresponding to the probability variable jackpot and the third symbol (identification information with an even number) corresponding to the normal jackpot simultaneously reach a reach state. More specifically, if a normal jackpot is won in the first special symbol lottery executed during the probability variable state, the above-mentioned double reach effect is always executed (see Figure 15(a)). This makes it possible to prevent the execution of a reach effect in which only the third pattern (identification information with an even number) corresponding to a normal jackpot is in a reach state when a normal jackpot is won in the first special pattern lottery executed during the probability change state, and to prevent players from predicting in advance that they will win a normal jackpot during the period in which the special patterns change.
[0070] 15(a), in this control example, during the "Super Chance Mode," small display areas Ds11 and Ds12 are formed, similar to the "Chance Mode" described above, to make it difficult for the player to grasp the number of reserved special symbols. The words "Super Chance Mode" are displayed above the main display area Dm to inform the player that the current probability variable state is in effect. Here, when the double reach effect shown in FIG. 15(a) is executed during the Super Chance Mode (a double reach effect in which the third symbol (identification information marked with the number 1) corresponding to a probability variable jackpot and the third symbol (identification information marked with the number 2) corresponding to a normal jackpot simultaneously reach a reach state), the player may easily grasp that the currently executing special symbol variation is the first special symbol variation. Therefore, in this control example, the double reach effect shown in FIG. 15(a) can also be executed in the variation effect executed in response to the second special symbol variation. That is, in the variation effect corresponding to the second special symbol lottery, which always results in a probability variable jackpot game when a jackpot is won, a double reach effect using the third symbol corresponding to a normal win can be executed. By configuring in this way, even if the double reach effect shown in FIG. 11(a) is executed, it is difficult for the player to easily distinguish 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 effect is executed as the variation effect corresponding to the second special symbol lottery, an effect (promotion effect to a probability variable double reach) is executed in which the type of the third symbol that becomes a reach state when the middle symbol row Z2 completes one revolution is changed to the third symbol (identification information with the number 1 and identification information with the number 9) corresponding to a probability variable jackpot, as shown in FIG. 15(b).
[0071] By configuring in this way, if the currently running special symbol lottery results in a jackpot, the player can be notified in advance that a probability variable jackpot game will be executed. Furthermore, even if a double reach effect is executed as a variable effect corresponding to the first special symbol lottery, the player can be made to play while expecting that the effect will be upgraded to a probability variable double reach effect midway through. In this control example, a variable condition is set as a variable condition for changing (promoting) the currently running double reach effect to a probability variable double reach effect when the variable mode of the middle symbol column Z2 becomes a predetermined mode (one lap has elapsed). However, the present invention is not limited to this. For example, a variable condition may be set to be established when a third symbol corresponding to a reach state (a third symbol that results in a jackpot combination) passes through a reach effective line as a third symbol displayed in the middle symbol column Z2, or a variable condition may be set to be established when a specific operation result is obtained from an operation means (frame button 22) that the player can operate. In addition, in this control example, the type of third symbol that is in a reach state when the variable condition is met is changed, but this is not limited to this. For example, the number of third symbols that are in a reach state may be increased. More specifically, from the double reach state shown in FIG. 15(a), the blank symbols (shown as triangles in the figure) may be erased, and "3.2.1" is displayed from the left as the upper symbol column Z1, and "1.2.3" is displayed from the left as the lower symbol column Z3, to execute a triple reach effect. Even in this configuration, the triple reach effect can increase the number of reach third symbols corresponding to a probability variable jackpot compared to the double reach effect, so it is possible to visually notify the player that there is a high possibility that they have won a probability variable jackpot in this special symbol lottery.
[0072] In addition, the above-described technical concept may be applied to the variable effects executed during the normal state. For example, when a variable condition is established during a normal single reach effect in which only the third symbol (identification information with an even number) corresponding to a normal jackpot is in a reach state, the type of third symbol in the reach state may be switched to the type of third symbol corresponding to a probability variable jackpot, or the number of third symbols in the reach state may be increased. This allows the player to play while expecting a more favorable performance result until the end of the variable effect. Next, with reference to FIG. 16, the relationship between the variable pattern of the special symbol selected in this control example and the performance mode executed will be explained. FIG. 16(a) is a schematic diagram showing the flow of the performance when a variation pattern in which a non-reach variable effect is executed is set as the variable effect of the third symbol, and FIG. 16(b) is a schematic diagram showing the flow of the performance when a variation pattern in which a reach variable effect is executed is set as the variable effect of the third symbol. A detailed description will be given later with reference to FIG. 26. In this control example, a variation pattern (variation time) for indicating the result of the special symbol lottery is defined as a variation pattern obtained by adding together the basic time and the added time. The period corresponding to the basic time is defined as a common variation pattern, and the period corresponding to the added time is defined as a specific variation pattern. In other words, in this control example, the third symbol variation effect 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 ready state is displayed until the third symbol is statically displayed varies depending on the type of third symbol that will result in the ready state. The third symbol corresponding to the time set as the added time is set as the third symbol that will result in the ready state. This configuration allows the third symbol variation effect (the third symbol variation effect executed corresponding to the basic time) executed during a predetermined period after the third symbol begins to vary to be standardized.
[0073] Specifically, as shown in FIG. 16(a), in the case of a non-reach variation effect, no additional time is set, and a common variation pattern corresponding to the basic time (8 seconds) is set. The upper symbol row Z1 is displayed as a static display at a predetermined time (e.g., 5 seconds) after the start of the third symbol variation effect. One second later, the lower symbol row Z3 is displayed as a static display mode that does not result in a reach state on the pay line. Two seconds later, the middle symbol row Z2 is displayed as a static display mode that indicates a miss. After a one-second static display period (a confirmation time during which games other than the variable display are executed), the result of the special symbol lottery is displayed as a confirmation display mode after the dynamic mode ends. As shown in FIG. 16(b), in the case of a reach variation effect, a basic time (30 seconds) is set, and the 30-second common variation pattern is set as the performance mode from the reach state until 5 seconds have elapsed. In other words, the performance mode from the reach state until the middle symbol row Z2 completes one revolution is set as the common variation pattern. After that, the presentation mode (reach pattern, stop symbols) is set according to the added time. Next, referring to FIG. 17, the presentation mode of the ending presentation, which is executed during the ending period of the jackpot game and is a specific display including a predetermined result notification mode for the jackpot game, will be described. FIG. 17(a) shows the flow of the presentation during the ending period for a normal jackpot, FIG. 17(b) shows the flow of the presentation for the ending period for a probability variable jackpot, and FIG. 17(c) shows the flow when the ball does not flow down the specific area (V gate) during the probability variable jackpot game. As shown in FIG. 17, in this control example, the ending period (ED period) is different for a normal jackpot and a probability variable jackpot, and the ED period is set to 15 seconds for a normal jackpot and 17 seconds for a probability variable jackpot. Then, the ending presentation is configured to be divided into a first half period and a second half period (see FIG. 11). In this control example, the presentation mode for the ending period is set at the start of the jackpot game, and whether or not a V has been won during the jackpot period (whether or not the ball has flowed down to a specific gate) is determined at the start of the ending period (ED period), and the ending display mode is switched based on the result of this determination.
[0074] First, referring to FIG. 17(a), the content of the effects during the ending period of a jackpot game when a normal jackpot game is played will be explained. In this control example, in order to prevent the various processes executed during the jackpot game from becoming complicated and increasing the processing load during the jackpot game, the effect mode of the effect (ending display effect) executed during the ending period of the jackpot game is determined before the round game (a game in which prize balls can be obtained) during the jackpot game is played (before the jackpot game starts or during the opening period of the jackpot game). When a normal jackpot game is played, the display mode of the ending effect (see FIGS. 11(a) and 11(c)) is set to indicate to the player that a "chance mode" will be set (a time-shortened state will be set) after the jackpot game ends before the opening period of the jackpot game ends. In a normal jackpot game, since the ball does not pass through the specific area (V gate) 65v during the jackpot game, a pre-set ending effect is executed as the ending effect of the jackpot game.
[0075] Next, referring to Figure 17(b) and Figure 17(c), the contents of the presentation during the ending period of the jackpot game when a probability variable jackpot game is executed will be explained. When a probability variable jackpot game is executed, it is determined whether or not to execute a V notification presentation during the jackpot game before the opening period of the jackpot game ends, and the presentation mode of the ending presentation is determined based on the determination result. Specifically, when a round game (V round game) in which the ball is likely to pass through a specific area (V gate) 65v, which is a game for changing the state of the gaming machine, is executed, it is determined whether to execute a V notification effect in which a guide notification that guides the player to pass the ball through the specific area (V gate) 65v and a V passing notification that notifies the player that the ball has actually passed through the specific area (V gate) 65v are executed, and if it is determined that the V notification effect is executed, a display mode (see Figures 11(b) and (d)) is set as the ending effect to inform the player that a "super chance mode" will be set (a probability variable state will be set) after the end of the jackpot game. On the other hand, if it is determined that the V notification effect is not executed, a display mode (see Figure 11(c)) is set as the ending effect to inform the player that a "chance mode" will be set after the end of the jackpot game.
[0076] When the V notification effect is executed, a guide notification is executed in time with the start of the V round (first round) game, in which the comment "Aim for V" and a schematic diagram showing the position of the specific area (V gate) 65v in the variable winning device 65 are displayed on the display surface of the third pattern display device 81. Then, when the ball passes through the specific area (V gate) 65v, a V passing notification is executed in which the comment "Got V!!" is displayed on the display surface of the third pattern display device 81. On the other hand, if the ball does not pass through the specific area (V gate) 65v for a predetermined period of time (e.g., 3 seconds) despite the execution of the guide notification, an emphasis guide notification is executed to more emphasize the ball's passage into the specific area (V gate) 65v to guide the player. Then, if the ball passes through the specific area (V gate) 65v before the V round game ends, the above-mentioned V passing notification is executed, and if the V round game ends without the ball passing through the specific area (V gate) 65v, the message "Sorry, you didn't get V!" is displayed. Then, when the ending period of the jackpot game arrives, a determination is made as to whether or not to replace the display mode of the preset ending effect based on the actual game results of the V-round game. As described above, if it is determined that the V-notification effect should be executed at the start of the jackpot game, a display mode indicating that the "Super Chance Mode" will be set is preset as the ending effect (see FIGS. 11(b) and 11(d)). Therefore, if the ball passes through the specific area (V gate) 65v during the V-round game, the ending effect is executed without switching the display mode of the ending effect. On the other hand, if the ball does not pass through the specific area (V gate) 65v during the V-round game, a time-shortened state is set after the jackpot game ends. Therefore, a process (replacement process) is executed to switch the display mode of the ending effect to a display mode indicating that the "Chance Mode" will be set, and the ending effect is executed in the replaced display mode (a display mode in which the "Super" display is deleted from the display mode in FIG. 11(b) and FIG. 11(c)).
[0077] Furthermore, when the V notification effect is not executed, the V notification effect is not executed during the jackpot game, as in the normal jackpot game, and the jackpot game is executed in which it is not possible to know from the various effects displayed on the display surface of the third symbol display device 81 that a V round game is being executed and that the ball has passed through the specific area (V gate) 65v. Regardless of whether the ball has passed through the specific area (V gate) 65v during the V round game, the ending effect is executed in a preset display mode. This allows for a state in which a "chance mode" is set after the jackpot game ends, even if a probability variable state is actually set. Furthermore, when a "chance mode" is set while a probability variable state is set, the V notification effect is not executed during the jackpot game (during a probability variable jackpot game), making it difficult to know in advance that a probability variable 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 in which a V notification effect is not executed, a "chance mode" is set after the jackpot game ends, even though a probability variable state is actually set. However, this is not limited to this. For example, even if a ball passes through a specific area (V gate) 65v while a V notification effect is being executed, a V passage notification may not be executed at a predetermined rate, and if a ball passes through the specific area (V gate) 65v but a V passage notification is not executed, a "chance mode" may be set after the jackpot game ends. In this case, it is also preferable to configure the V notification effect to be executable even when a normal jackpot game is executed. This configuration makes it easier to realize an event in which a V passage notification is not executed despite the execution of a V notification effect, thereby preventing the player from feeling uncomfortable about the "chance mode" being set after the jackpot game in which a V notification effect is executed.
[0078] Next, referring to Figure 18, the flow of the presentation mode set after the end of the jackpot game will be explained. As described above, in the pachinko machine 10 in this first control example, after the end of the jackpot game, a high probability state of the normal symbol is set for a predetermined first specific period (the period until the special symbol variation is executed 100 times). Then, if the ball passes through a specific area (V gate) 65v during the jackpot game, a high probability state of the special symbol is set for a predetermined second specific period (the period until the special symbol variation is executed 50 times) after the end of the jackpot game. Then, if the game state set after the end of the jackpot game is a time-saving state (a low probability state of the special symbol, a high probability state of the normal symbol), a "chance mode" is set as the presentation mode (see Figure 18(b)). Furthermore, if the game state set after the end of a jackpot game is a probability variable state (high probability state for special symbols, high probability state for normal symbols), the presentation mode set after the end of the jackpot game differs depending on the content of the presentation during the jackpot game (depending on whether or not a V notification presentation is present). 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 variable state will be set, that is, if the display mode indicating entry into "Super Chance Mode" (see Figure 11(b)) is displayed as the ending presentation, "Super Chance Mode" is set as the presentation mode (see display a in Figure 18(a)), and if it is not announced during the jackpot game (during the ending period of the jackpot game) that a probability variable state will be set, that is, if the display mode indicating entry into "Chance Mode" (see Figure 11(a)) is displayed as the ending presentation, "Chance Mode" is set as the presentation mode (see display b in Figure 18(a)).
[0079] As shown in display a in Figure 18(a), if "Super Chance Mode" is set after the end of a jackpot game, the "Super Chance Mode" will continue until the probability variable state ends, and when the game state transitions from the probability variable state to the time-saving state, the display will switch to "Chance Mode." In this case, while the "Super Chance Mode" is set, as shown in Figure 15(a), the period until the probability variable state ends (maximum 50 times) is displayed in the small display area Ds2 as the remaining period mode. This allows the player to easily understand the period during which the game state most advantageous to the player will continue. In addition to the display contents shown in Fig. 15(a), a pre-notification effect may be configured to be executed to notify the player in advance that the time-shortening state will be set to 50 times after the probability variable state has ended. For example, when the remaining period mode (shown in white as "49 times" in Fig. 15(a)) indicating the remaining period of the probability variable state displayed in the small display area Ds2 becomes less than a predetermined period (for example, "10 times" or less), the remaining period mode indicating the number of times (50 times) that the time-shortening state will continue to be set later may be displayed in a different display mode (for example, shown as "50 times" in black) from the remaining period mode indicating the remaining period of the probability variable state. This allows the player to be notified in advance that a game state (time-shortening state) that is more advantageous than the normal state will be set even after the probability variable state has ended. Also, when the "Super Chance Mode" is set, a remaining period mode (50 times) indicating the remaining period of the probability variable state and a remaining period mode (100 times) indicating the remaining period of the time-saving state may be displayed, and each time a special symbol variation is executed, each remaining period mode may be decremented by one. Alternatively, a remaining period mode (50 times) indicating the remaining period of the probability variable state and a remaining period mode (50 times) indicating the remaining period of the time-saving state set after the probability variable state ends may be displayed, and the remaining period mode indicating the remaining period of the probability variable state may be decremented first, and when the remaining period of the probability variable state becomes 0 and the game transitions to the time-saving state, the remaining period mode indicating the remaining period of the time-saving state may be decremented. Even in this configuration, a player playing in the probability variable 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 variable state ends.
[0080] Next, the effects during the chance mode will be explained using display b in FIG. 18(a) and FIG. 18(b). In this control example, the chance mode is set as the effect mode in some cases when the probability variable state is set and when the time-saving state is set. Then, during the chance mode, as described above with reference to FIG. 12, a game state suggestion effect is executed that changes the notification mode of the remaining time notification. This game state suggestion effect is set so that the appearance rate of the chance mode during the probability variable state is higher than that of the chance mode during the time-saving state. Next, the content of the operation effect during the chance mode will be explained with reference to FIG. 19. In this control example, the effect mode of the operation effect executed during the chance mode (the effect executed based on the player's operation of the frame button 22 (operation means)) is configured to be variable depending on the operation timing and operation method of the frame button 22 (operation means) by the player, and the set game state. Specifically, as shown in Figure 19(a), during the chance mode when the time-shortening state is set, if the button PUSH "normal press" is executed as the operation method, during the high-speed fluctuation period until the special pattern fluctuation is executed 20 times, the operation effect of "reach suggestion" which suggests whether the fluctuation effect being executed will be in a reach state during the third pattern fluctuation, or "state suggestion" which suggests the currently set game state can be executed, and after that (after the special pattern fluctuation count is 21 times), the operation effect of "background mode transition" which transitions the background mode can be executed. In addition, as an operation method, when a long button press is executed, a "background mode transition" operation effect that transitions the background mode can be executed during the period of high speed fluctuation until 20 special pattern fluctuations are executed, and during the period from 21 to 50 special pattern fluctuations (second period), a "state suggestion" operation effect that suggests the currently set game state can be executed, and thereafter (after 51 special pattern fluctuations), a "past state suggestion" operation effect can be executed to suggest the game state that was set in the past (at the time when "chance mode" was set (after the end of jackpot game)).
[0081] 19(b), during the chance mode when the probability variable state is set, if the button is pressed "normally," the operation method is configured to be able to execute a "reach suggestion" that suggests whether the ongoing variation effect will be in a reach state during the third pattern variation, a "state suggestion" that suggests the currently set game state, or a "background mode transition" that transitions the background mode during the high-speed variation period until the special pattern variation has been performed 20 times, and the operation method is configured to be able to execute a "background mode transition" or "state suggestion" that transitions the background mode during the period from 21 to 50 special pattern variations (during the second period), and thereafter (after the 51st special pattern variation), the operation method is configured to be able to execute a "background mode transition" that transitions the background mode. Also, if the button is pressed and held "long press" as the operation method, the operation method is configured to be able to execute a "background mode transition" that transitions the background mode regardless of the number of special pattern variations. As explained above, in this control example, when the time-saving state is set or when the probability variable state is set, a "chance mode" can be set as the presentation mode, and the duration of the chance mode (100 time-saving periods) is divided into multiple periods depending on the number of special symbol variations executed during the chance mode, and the presentation mode of the operation presentation executed when the player operates the operation means (frame button 22) is configured to differ for each set game state and period. As a result, when the chance mode is set, it is possible to have the player predict the currently set game state based on the content of the operation presentation executed by the operation presentation, and therefore, the player can be motivated to play a game that requires the player to operate the operation means.
[0082] As explained above, in this control example, the predetermined period after the end of a jackpot game is the high-speed fluctuation period, and even if the frame button 22 is pressed normally, the "background mode transition" operation effect is less likely to be executed than in other periods. However, the high-speed fluctuation period (the period during which the background mode transition is less likely to occur) may be set at other times. For example, the period from the end of the first special symbol fluctuation executed after the end of a jackpot game until the end of the first special symbol fluctuation may be set as the normal time-saving fluctuation period, and the period from the execution of the second special symbol fluctuation after the end of a jackpot game until the execution of the twentieth special symbol fluctuation may be set as the high-speed fluctuation period. By configuring in this way, for example, during the first special symbol fluctuation period after the end of a jackpot game, a notice that a high-speed fluctuation period will be set may be displayed in the sub-display area Ds as a notice that the high-speed fluctuation period will be set, such as "You will not be able to change the background mode from the next fluctuation! Please select your desired background now." This prevents the player from suddenly entering a period during which the background mode cannot be changed (high-speed fluctuation period), preventing the player from playing in the desired background mode and reducing their motivation to play. Furthermore, during the one special symbol variation period after the end of the jackpot game, a comment such as "Chance mode may be in a probability variable state! Don't give up!" or "When the display mode of the remaining number of times changes, it's your chance!" may also be displayed as a guide to explain the game content of the "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 end of the jackpot, the background mode during the "chance mode" may be selected during the play period of the jackpot game executed before the high-speed variation period was set (for example, during the ending period of the jackpot game), and once the "chance mode" is set, the player may be notified that the background mode cannot be changed for a predetermined period (high-speed variation period).
[0083] Returning to FIG. 2, the explanation will be continued. The second symbol display device performs a variable display in which a "circle" symbol and an "x" symbol are alternately lit for a predetermined time as a display symbol (second symbol (not shown)) each time the ball passes through the normal symbol start gate (through gate) 67. In the pachinko machine 10, when it is detected that the ball has passed through the normal symbol start gate (through gate) 67, a winning lottery is held. If the result of the winning lottery is a winning lottery, the second symbol display device displays a static "circle" symbol after the variable display of the second symbol, which is a variable performance executed based on the establishment of the starting condition. Also, if the result of the winning lottery is a losing lottery, the second symbol display device displays a static "x" symbol after the variable display of the third symbol. The pachinko machine 10 is configured so that when the variable display on the second symbol display device stops on a predetermined symbol (in this control example, a "circle" symbol), the electric device 640a attached to the second ball entrance 640 is activated (opened) for a predetermined time, resulting in a winning game (a normal symbol winning game). The time it takes for the variable display of the second symbol (normal symbol variation time) to vary depending on the normal symbol probability state (low probability state, high probability state) that is set. When the normal symbol low probability state (normal state) is set, the normal symbol variation time is set to 10 seconds, and when the normal symbol high prob...
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 displacement means that can be displaced between a predetermined portion through which the game ball can pass, a first position for guiding the game ball to the predetermined portion, and a second position for not guiding the game ball 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