Gaming machine

By differentiating profit amounts and using signs to indicate less advantageous slots, the gaming machine enhances player engagement and utilization of peripheral entry slots.

JP2026026145APending Publication Date: 2026-02-16SANSEI R&D KK
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Patent Information

Application Number
JP2025202533
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-25
Publication Date
2026-02-16

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Abstract

To provide an elaborate game machine capable of making a player pay attention to a ball entrance.SOLUTION: Of a first general winning port 271 (first ball entry port) and a second general winning port 272 (second ball entry port) juxtaposed near the outer periphery of a game area 3, the second general winning port 272 having a smaller number of winning balls than the first general winning port 271 is provided with a disadvantageous sign 301 indicating that it is a disadvantageous ball entry port as compared with the first general winning port 271. Also, for a third general winning port 273 (second second ball entry port) for which the number of prize balls is the same as the second general winning port 272, a disadvantageous sign 301 for indicating that it is a disadvantageous ball entry port compared with the first general winning port 271 is provided. Thus, by clearly indicating all the relatively disadvantageous general winning ports by the disadvantageous sign 301, the game area configuration (board surface configuration) excellent in amusement for visually appealing the advantage / disadvantage in the general winning ports to the player is realized.SELECTED DRAWING: Figure 69
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pachinko gaming machines (pinball gaming machines) and slot machines (slot machine type gaming machines). [Background technology]

[0002] Conventionally, there has been known a gaming machine that displays a variable display of identification information (for example, a special symbol or a performance symbol) based on the entry of a gaming ball into a start port, and when the display result of the variable display of the identification information reaches a specific display result, a special game (for example, a jackpot game) that opens a large prize port can be executed. In this type of gaming machine, a gaming area (game board surface) through which gaming balls can flow down is provided with multiple ball entry ports such as a start port, a large prize port, a general prize port, and an out port (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-160042 Summary of the Invention [Problem to be solved by the invention]

[0004] In the aforementioned gaming machines, the main objective of the game before the special game is executed (started) is to have the game ball enter the start slot to cause the variable display of the identification information. Therefore, among the multiple entry slots provided in the game area, the start slot is likely to attract the player's attention. Furthermore, when the special game is executed, the game ball is required to enter the big prize slot, so the big prize slot also tends to attract attention. On the other hand, entry slots other than the start slot and the big prize slot (also referred to as "other entry slots") are not involved in the variable display of the identification information or the execution of the special game, so it is thought that the other entry slots attract less attention from players than the start slot and the big prize slot. In particular, the other entry slots are often located closer to the outer periphery of the game area than the start slot and the big prize slot, making them less likely to attract the player's attention. This means that the other entry slots are not being utilized to enhance the game's enjoyment.

[0005] The present invention has been made in consideration of the above circumstances, and its object is to provide an elaborate gaming machine that can draw attention to the ball entrance. [Means for solving the problem]

[0006] In order to solve the above-mentioned problems, the present invention employs the following means.

[0007] The gaming machine of means 1 is The game system is configured to be able to award a predetermined game profit to a player based on a game ball flowing down a game area provided with a plurality of ball entrances entering a predetermined ball entrance, A gaming machine configured to perform a special game in which a game ball flowing down the game area enters a starting hole, and a variable display of identification information is performed, and a special game in which a big prize opening is opened when the display result of the variable display becomes a specific display result, A first ball entrance through which game balls flowing down the game area can enter; A second ball entrance through which game balls flowing down the game area can enter, The first ball entrance and the second ball entrance are arranged side by side near the outer periphery of the game area, The first ball inlet is set so that the amount of the gaming profit that can be awarded to the player is greater than that of the second ball inlet, A sign is provided for the second ball entrance indicating that the second ball entrance is a disadvantageous ball entrance compared to the first ball entrance, The game machine further includes a second ball inlet through which game balls flowing down the game area can enter, and the amount of game profit that can be given to a player is the same as that of the second ball inlet, The sign is also provided for the second second ball entrance. The gist of this is as follows.

[0008] According to this gaming machine, of the first and second ball entrances arranged side by side near the outer periphery of the gaming area (closer to the periphery), the first ball entrance is the one that can award a larger amount of gaming profit to a player than the second ball entrance. Of the first and second ball entrances, a sign is provided for the second ball entrance indicating that it is an unfavorable ball entrance compared to the first ball entrance. Also, a sign is provided for a second second ball entrance that can award the same amount of gaming profit to a player as the second ball entrance, i.e., a second second ball entrance of the same type as the second ball entrance, indicating that it is an unfavorable ball entrance compared to the first ball entrance.

[0009] Therefore, of the first ball entry port and the second ball entry port adjacent to it, and the second second ball entry port of the same type as the second ball entry port, the two second ball entry ports are clearly indicated as being at a disadvantage compared to the first ball entry port through signs provided for each second ball entry port. On the other hand, the first ball entry port adjacent to the second ball entry port is implicitly indicated as being at an advantage compared to the second ball entry port. In this way, by clearly indicating with signs all relatively disadvantageous ball entry ports other than the start entry port and the big prize entry port, it is possible to realize a highly creative game area configuration (board configuration) that visually appeals to the player the advantages and disadvantages of the other ball entry ports.

[0010] Note that "side-by-side" means arranging two or more things side-by-side, including, for example, arranging them side-by-side in the left-right (horizontal) direction, arranging them side-by-side in the up-down (vertical) direction, arranging them side-by-side in a diagonal direction, etc. It also includes arranging two or more things with or without a gap between them. [Effects of the Invention]

[0011] According to the present invention, it is possible to provide an elaborate gaming machine that can draw attention to the ball entrance. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] FIG. 2 is a front view showing the configuration of the game board according to the embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of win and the opening pattern of the large prize opening. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a hit determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of an interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13]This is a flowchart of the processing when the starting ball is scored. [Figure 14] 10 is a flowchart of a general operation process. [Figure 15] 10 is a flowchart of normal symbol standby processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] This is a flowchart of the normal pattern random number shift process. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 10 is a flowchart of the normal symbol determination process. [Figure 20] This is a flowchart of normal electric accessory processing. [Figure 21] 10 is a flowchart of special chart operation processing. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 30] Special Figure 1 is a flowchart of random number shift processing. [Figure 31] This is a flowchart of processing during special pattern change. [Figure 32] 10 is a flowchart of a special symbol determination process. [Figure 33] This is a flowchart of special electric device processing 1 (jackpot game). [Figure 34]10 is a flowchart of a game status setting process. [Figure 35] This is a flowchart of special electric device processing 2 (small hit game). [Figure 36] 10 is a flowchart of a specific area sensor detection process. [Figure 37] This is a flowchart of the reserved ball number processing. [Figure 38] 10 is a flowchart of a power interruption monitoring process. [Figure 39] 10 is a flowchart of a sub-control main process. [Figure 40] 10 is a flowchart of a reception interrupt process. [Figure 41] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 42] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 43] 10 is a flowchart of a received command analysis process. [Figure 44] 10 is a flowchart of a received command analysis process. [Figure 45] 10 is a flowchart of a hold notice setting process. [Figure 46] 10 is a flowchart of the variable effect start processing. [Figure 47] 10 is a flowchart of a right-hit instruction image display process. [Figure 48] (a) is the special chart 1 hold notice performance pattern determination table A, (b) is the special chart 1 hold notice performance pattern determination table B, and (c) is the special chart 1 hold notice performance pattern determination table C. [Figure 49] (a) is the special chart 2 hold notice performance pattern determination table A, (b) is the special chart 2 hold notice performance pattern determination table B, (c) is the special chart 2 hold notice performance pattern determination table C, and (d) is the special chart 2 hold notice performance pattern determination table D. [Figure 50](a) is a diagram showing an example of the normal display mode of the first effect hold, (b) is a diagram showing an example of a special chart 1 hold notice effect based on pattern A1 of special chart 1 hold notice type A, (c) is a diagram showing an example of a special chart 1 hold notice effect based on pattern B1 of special chart 1 hold notice type B, and (d) is a diagram showing an example of a special chart 1 hold notice effect based on pattern C5 of special chart 1 hold notice type C. [Figure 51] (a) is a diagram showing an example of the normal display mode of the second effect hold, (b) is a diagram showing an example of a special chart 2 hold notice effect based on pattern A1 of special chart 2 hold notice type A, (c) is a diagram showing an example of a special chart 2 hold notice effect based on pattern B1 of special chart 2 hold notice type B, (d) is a diagram showing an example of a special chart 2 hold notice effect based on pattern C5 of special chart 2 hold notice type C, and (e) is a diagram showing an example of a special chart 2 hold notice effect based on pattern D4 of special chart 2 hold notice type D. [Figure 52] (a) is a diagram showing an example of a display screen during a round performance in a special game state, (b) is a diagram showing an example of a display screen during the display of changing performance patterns in a high base state, and (c) is a diagram showing an example of a display screen when transitioning from a high base state to a low base state. [Figure 53] These are diagrams explaining the configuration of the ball inlet unit, where (a) is a diagram showing the movable member (second starting port) in a closed state, and (b) is a diagram showing the movable member (second starting port) in an open state. [Figure 54] A figure showing the performance pattern (decorative performance pattern) of Example 2. [Figure 55] (a) is a diagram showing a schematic representation of the positional relationship between the movable decorative member and the image display device (display screen) when the movable decorative member is in an inoperative state, (b) is a diagram showing a schematic representation of the positional relationship between the movable decorative member and the image display device (display screen) when the movable decorative member is in an operative state, and (c) is a diagram explaining the variable display of character patterns and number patterns performed behind the movable decorative member in the operative state shown in (b). [Figure 56] 10 is a final judge performance determination table of the second embodiment. [Figure 57]A diagram explaining the flow of the presentation when the final judgment presentation of Example 2 is executed in a manner that does not include moving presentation. [Figure 58] This is a diagram explaining the flow of the presentation (jackpot) when the final judgment presentation of Example 2 is executed in a manner including a movable presentation. [Figure 59] FIG. 10 is a diagram illustrating the flow of the presentation (miss) when the final judgment presentation of Example 2 is executed in a manner including a moving presentation. [Figure 60] Figures illustrating another example of Example 2, where (a) is a diagram schematically showing a situation in which both the character pattern and the number pattern are not visible when the movable decorative member is in an operating state, (b) is a diagram schematically showing a situation in which the character pattern is visible but the number pattern is not visible when the movable decorative member is in an operating state, and (c) is a diagram schematically showing a situation in which the character pattern is not visible but the number pattern is visible when the movable decorative member is in an operating state. [Figure 61] 10A and 10B are diagrams showing the effect patterns of Example 3, where (a) is an effect pattern made up of number patterns, and (b) is an effect pattern made up of a combination of characters and numbers. [Figure 62] This is a fluctuation pattern table for the non-time-saving state in Example 3. [Figure 63] 11 is a flowchart of a variation mode setting process according to a third embodiment. [Figure 64] 10 is a variation mode lottery table according to the third embodiment. [Figure 65] 10 is a specific variable performance pattern determination table for Example 3. [Figure 66] 10A is a diagram illustrating the symbol display period of single display A, and FIG. 10B is a diagram illustrating the symbol display period of single display B. FIG. [Figure 67] (a) is a diagram explaining the pattern display period of composite display A, (b) is a diagram explaining the pattern display period of composite display B, and (c) is a diagram explaining the pattern display period of composite display C. [Figure 68](a1) is a diagram showing the display screen immediately after the performance pattern (number pattern) begins to change, (a2) is a diagram showing the display screen when the performance pattern has changed from the state of (a)1 to a state where it is changing at high speed, (b1) is a diagram showing the display screen when the performance pattern is changing at high speed, and (b2) is a diagram showing the display screen when the performance pattern (character + number pattern) has changed from the state of (b1) to a state where it is changing at low speed. [Figure 69] FIG. 10 is a front view of the game board of the fourth embodiment. [Figure 70] A diagram explaining the configuration of the lower left ball inlet unit of Example 4. [Figure 71] A diagram explaining the configuration of the lower right ball inlet unit of Example 4. [Figure 72] FIG. 10(a) is a diagram showing another example (part 1) of the lower left ball inlet unit, and FIG. 10(b) is a diagram showing another example (part 2) of the lower left ball inlet unit. [Figure 73] FIG. 10(a) is a diagram showing another example (part 3) of the lower left ball inlet unit, and FIG. 10(b) is a diagram showing another example (part 4) of the lower left ball inlet unit. [Figure 74] (a) is a diagram showing another example (part 5) of the lower left ball inlet unit, (b) is a diagram showing another example (part 6) of the lower left ball inlet unit, and (b) is a diagram showing another example of the lower right ball inlet unit. [Figure 75] FIG. 10 is a block diagram showing the electrical configuration of a gaming machine according to a fifth embodiment. [Figure 76] 13 is a flowchart of a 10 ms timer interrupt process according to the fifth embodiment. [Figure 77] 13 is a flowchart of the expectation suggestion effect-related processing in the fifth embodiment. [Figure 78] 13 is a flowchart of an execution determination table setting change process according to the fifth embodiment. [Figure 79] 13 is a flowchart of an execution determination process according to the fifth embodiment. [Figure 80] 10 is an expectation suggestion presentation pattern determination table according to the fifth embodiment. [Figure 81]10A is a change determination table of the fifth embodiment, FIG. 10B is a first execution determination table of the fifth embodiment, and FIG. 10C is a second execution determination table of the fifth embodiment. [Figure 82] (a) is a diagram showing an example of a display screen when a variable effect is executed in the probability non-notification mode, (b) is a diagram showing the display mode of the expectation suggestion effect image when the expectation suggestion effect is executed in the first pattern, (c) is a diagram showing the display mode of the expectation suggestion effect image when the expectation suggestion effect is executed in the second pattern, and (d) is a diagram showing the display mode of the expectation suggestion effect image when the expectation suggestion effect is executed in the third pattern. DETAILED DESCRIPTION OF THE INVENTION

[0013] Next, an embodiment of the present invention will be described using examples. In the following, the gaming medium used in the game is a gaming ball, and the present invention will be described as being applied to a pachinko gaming machine (a pinball gaming machine) in which the game can be played by shooting the gaming ball toward a gaming board (a gaming area).

[0014] The pachinko gaming machine exemplified below is a so-called "digital pachinko type" pachinko gaming machine that displays a variable special pattern based on the entry of a gaming ball into the starting slot (also called "starting ball entry"), and when the variable display results in the special pattern being displayed (stopped) in a display mode corresponding to a jackpot (for example, a jackpot pattern), a special game (for example, a jackpot game) can be executed that awards the player a predetermined gaming benefit (for example, prize balls). A game in which the pattern is displayed in a variable manner is also called a "variable pattern game" or "variable game."

[0015] In the following description, the term "front" simply refers to the front side (near side) of the gaming machine when viewed from the front, and refers to the side where the player is positioned during play. The term "rear" simply refers to the back side (rear side) of the gaming machine when viewed from the front. Furthermore, the terms "upper side," "lower side," "left side," and "right side" simply refer to the up, down, left, and right directions of the gaming machine when viewed from the front, and refer to the up, down, left, and right directions in Figures 1 and 3, for example. [Example]

[0016] [Basic configuration of Pachinko machine 1] As shown in Figures 1 to 3, the pachinko gaming machine 1 of this embodiment (Example 1) is mainly configured to include a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50. The gaming board 2 is detachable from the gaming machine frame 50. Figure 3 shows the gaming board 2 removed from the gaming machine frame 50.

[0017] The gaming machine frame 50 is configured to have a front frame 51 with a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall. The front frame 51, main frame 52, and outer frame 53 are pivotally supported at one side end and are each configured to be able to open and close.

[0018] The front frame 51 is provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 that can store game balls and supply the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 that stores game balls that cannot be accommodated in the ball supply tray 61.

[0019] A first effect button 63a is provided on the top surface of the upper tray 61 of the front frame 51, and a second effect button 63b is provided on the left side of the lower tray 62. Both the first effect button 63a and the second effect button 63b are operated by the player at a predetermined operation timing, such as during the execution of a game effect that is executed as the game progresses. Either or both of the first effect button 63a and the second effect button 63b are also referred to as the "effect button 63".

[0020] The effect button 63 functions as an input means used by the player when making an input, and also functions as an operation means that can be operated by the player. The player can use (operate) either the first effect button 63a or the second effect button 63b depending on the game situation, the type of game effect being executed, etc. For example, if the first effect button 63a or the second effect button 63b is operated while a game effect is being executed, a predetermined operation-related effect is executed based on that operation. The first effect button 63a is also referred to as the "first input means" or "first operation means," and the second effect button 63b is also referred to as the "second input means" or "second operation means."

[0021] The first effect button 63a is configured as a movable operating means that can be operated in a predetermined operating mode. In this embodiment, the operating mode is vibration. The vibration of the first effect button 63a can be achieved, for example, by configuring the first effect button 63a as an effect button unit (effect button device) that includes an eccentric motor (vibration motor) and driving the eccentric motor. The first effect button 63a that is configured to be operable (vibrate) in this way functions as a movable part for effect (also referred to as a "movable effect part") that is operably provided on the front side (front component) of the pachinko gaming machine 1.

[0022] The operating mode of the first effect button 63a is not limited to vibration, but may be, for example, protruding upward or rotating, or may be operable in an operating mode selected based on the effect pattern from a plurality of operating modes such as vibration, protruding, rotating, etc. The second effect button 63b can also be configured to be operable in a predetermined operating mode.

[0023] The configuration of the effect button 63 is not limited to the embodiment described herein, and it is sufficient if it allows the player to make an input. For example, it may be a lever-type input means (operation means), a contact-type input means (e.g., retractable type, touch sensor type, etc.) in which the player makes an input by directly touching the button portion, or a non-contact-type input means (e.g., photoelectric type, etc.) in which input is made by detecting the proximity of a part of the player's body (e.g., the palm of the hand).

[0024] In addition, the front frame 51 is also provided with a decorative frame lamp 66 that can emit various lights depending on the game situation, and a speaker 67 that can emit various sounds (sound effects) depending on the game situation.

[0025] On the game board 2, a game area 3, into which game balls launched by operating a launch handle 60 flow, is formed and surrounded by a rail member 4. The game board 2 (game area 3) can be seen from the front side (player side) of the pachinko game machine 1 through a window (viewing window) provided in the front frame 51 (see Figure 1).

[0026] A plurality of game nails 16 for guiding game balls are protruded from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent game balls once guided into the game area from returning to the launching device. The game board 2 is also provided with decorative board lamps 5 (see Figure 5) that can emit various lights depending on the game situation.

[0027] An image display device 7 having a display screen 7a (display unit) capable of displaying various images (display objects) is provided near the center (within the play area) of the play board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the play board 2 so that the display screen 7a (display unit) can be seen from the front through an opening provided in approximately the center of the play board 2 (play area 3).

[0028] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as the "performance pattern display section") in which the performance pattern 8 is displayed. The performance pattern 8 is composed of three patterns: a left performance pattern 8L, a middle performance pattern 8C, and a right performance pattern 8R, and changes and displays in synchronization with the changing display of the special pattern described below, and stops and displays in synchronization with the stopping display of the special pattern. The changing display can be, for example, a scrolling display up and down, left and right, diagonally, etc. Any or all of the left performance pattern 8L, middle performance pattern 8C, and right performance pattern 8R may also be simply referred to as the "performance pattern 8".

[0029] The effect symbol display area 7b consists of three symbol display areas, "left," "center," and "right," with the left symbol display area displaying a left effect symbol 8L, the center symbol display area displaying a center effect symbol 8C, and the right symbol display area displaying a right effect symbol 8R. The positions of the left, center, and right symbol display areas do not need to be set separately, and the left, center, and right symbol display areas may each be the entire symbol display area (the effect symbol display area 7b).

[0030] The effect patterns 8L, 8C, and 8R in this embodiment are each made up of number patterns (identification information types, pattern types) from "1" to "9," and these number patterns are displayed in order. Specifically, the variable display of the effect pattern 8 is performed by scrolling the effect patterns vertically (from top to bottom) in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9," it returns to "1," and the scrolling display is repeated until the variable ends (stop display).

[0031] In this embodiment, each of the symbols "1" to "9" that make up the performance symbol 8 contains color information, and each symbol can be classified by color. Specifically, the odd-numbered symbols "3" and "7" are red symbols (hereinafter also referred to as "red symbols"), and the other odd-numbered symbols "1," "5," and "9" are green symbols (hereinafter also referred to as "green symbols"). In addition, the even-numbered symbols "2," "4," "6," and "8" are blue symbols (hereinafter also referred to as "blue symbols").

[0032] The result of the special symbol hit / miss judgment (also simply referred to as "hit / miss judgment") is displayed so that it is easy for the player to recognize, depending on the combination (stop display mode) of the left, center, and right effect symbols stopped and displayed in the effect symbol display area 7b. Specifically, the effect symbol 8 is displayed in a display mode (stop display mode) according to the result of the variable display of the first special symbol displayed on the first special symbol display device 41a (also referred to as the "first special symbol display section") described below, or the result of the variable display of the second special symbol displayed on the second special symbol display device 41b (also referred to as the "second special symbol display section").

[0033] In addition, the determination of whether a special pattern is a hit or miss (hit or miss determination) is a determination of whether the display result of the special pattern's variable display is a hit (specific display result), in other words, whether or not a special game such as a hit game that is advantageous to the player will be executed.

[0034] In this embodiment, the order in which the three variable display effect symbols 8L, 8C, and 8R stop (stop order) is, in principle, "left → right → center." That is, the first stop pattern in the stop order is the left effect symbol 8L, the second stop pattern in the stop order is the right effect symbol 8R, and the third (last) stop pattern in the stop order is the center effect symbol 8C. The first stop pattern in the stop order is also called the "first stop pattern," the second stop pattern in the stop order is also called the "second stop pattern," and the third stop pattern in the stop order is also called the "third stop pattern" or "final stop pattern."

[0035] The display mode (symbol combination) of the effect symbol 8 can be determined as follows. For example, if the result of the special symbol hit / miss judgment is a big hit, the effect symbol 8 can be displayed in a three-digit identical symbol arrangement (so-called "double numbers") such as "222" or "777." If the result of the special symbol hit / miss judgment is a small hit, the effect symbol 8 can be displayed in a pre-set chance symbol such as "135" or a special symbol arrangement (also called "special result") such as "3★3." If the result of the special symbol hit / miss judgment is a miss, the effect symbol 8 can be displayed in a symbol arrangement in which at least one of the three symbols is different from the others (so-called "variable numbers") such as "637" or "373." The pattern arrangement (double numbers) that corresponds to a big win is also called a "big win pattern arrangement," the pattern arrangement (special numbers) that corresponds to a small win is also called a "small win pattern arrangement," and the pattern arrangement (variant numbers) that corresponds to a miss is also called a "miss pattern arrangement."

[0036] There are multiple types of pattern arrangements (stop display modes) for each of the big win pattern arrangement, small win pattern arrangement, and miss pattern arrangement. Also, if the result of the special pattern hit / miss judgment is a big win, the performance pattern 8 can be stopped and displayed in a stop display mode other than a doublet or doublet depending on the type of the big win.

[0037] A player can easily grasp the progress of the game by looking at the effect symbols 8 displayed on the display screen 7a of the image display device 7. In other words, a player does not generally grasp the result of the special symbol hit / miss determination directly by looking at the special symbols displayed on the first special symbol display device 41a or the second special symbol display device 41b, but rather by looking at the effect symbols 8 displayed on the display screen 7a (effect symbol display area 7b). Such game effects using the effect symbols 8 can be said to be effects (also called "notification effects") that notify the player of the result of the special symbol hit / miss determination. A game effect (notification effect) using the effect symbols 8 is also called a "effect symbol game effect," and an effect in which the effect symbols 8 are displayed in a variable manner and then stopped (determined) (i.e., effect symbol game effect) is also called a "variable effect."

[0038] Here, among the results of the special pattern hit / miss judgment, a "jackpot" is also referred to as a "specific result" or "first result," a "miss" is also referred to as a "non-specific result" or "second result," and a "small hit" is also referred to as a "predetermined result" or "third result." The stop display mode of the special pattern or effect pattern 8 corresponding to a special pattern hit / miss judgment result is also referred to as a "jackpot mode," "specific mode," or "specific display result." The stop display mode of the special pattern or effect pattern 8 corresponding to a special pattern hit / miss judgment result is also referred to as a "miss mode," "non-specific mode," or "non-specific display result." The stop display mode of the special pattern or effect pattern 8 corresponding to a special pattern hit / miss judgment result is also referred to as a "small hit mode," "predetermined mode," or "predetermined display result." The variable display (variable effect) executed based on the special pattern hit / miss judgment result being a jackpot is also referred to as a "jackpot fluctuation" or "specific fluctuation." The variable display (variation effect) that is executed based on the result of the special symbol hit / miss judgment is also called a "miss fluctuation" or "non-specific fluctuation." The variable display (variation effect) that is executed based on the result of the special symbol hit / miss judgment is also called a "small hit fluctuation" or "predetermined fluctuation."

[0039] On the display screen 7a of the image display device 7, in addition to displaying game effects (effect symbol game effects, notification effects, variable effects) using the effect symbols 8 as described above, various effect displays are also displayed, such as jackpot game effects (special game effects) executed in conjunction with jackpot games and demo effects for waiting customers. In the effect symbol game effects (variable effects), jackpot game effects, and demo effects, in addition to effect symbols such as numbers, various images other than effect symbols, such as background images and character images, are also displayed.

[0040] In addition, a display setting screen (not shown) can be displayed during demo effects. The display setting screen allows the player to configure settings related to the effects of the gaming machine, such as the volume of the sound output from the speaker 67, the brightness of the display screen 7a, the brightness of the illumination components such as the board lamp 5 and the frame lamp 66, the background display, and the conditions for executing preview effects. While waiting for customers to play the demo effects, the player can operate the effect buttons or other operating means (e.g., the control lever, cross key, rotary knob, etc.) to display the effect setting screen on the display screen 7a. By operating the effect buttons, etc. according to the contents of the effect setting screen, the player can freely configure various settings related to the effects (so-called "customization"). Note that effects may also be customizable during variable play or special play (i.e., during play). In this case, the effect setting screen can be displayed in a portion of the display screen 7a so as not to interfere with the game (effect) currently in progress, allowing customization during play.

[0041] The display screen 7a is provided with a determination symbol display area 7c that displays a determination symbol 8s that indicates (notifies) the result of the special symbol judgment, separate from the effect symbol 8 (see FIG. 3). In this embodiment, the determination symbol display area 7c is provided to the upper right of the effect symbol display area 7b (the upper right part of the display screen 7a) (see FIG. 3). The size of the determination symbol display area 7c is smaller than that of the effect symbol display area 7b, and accordingly, the size of the determination symbol 8s is also smaller than that of the effect symbol 8. The determination symbol 8s is also referred to as the "second symbol," "second image," "small symbol," or "small identification information." The position of the determination symbol display area 7c (the display position of the determination symbol 8s) is not limited to the upper right of the screen as in this embodiment, but may be any position that does not interfere with the visibility of the effect symbol 8 (effect symbol display area 7b), such as the lower right of the screen, the center left of the screen, or the center right of the screen. Furthermore, in the case where another display device for effect purposes is provided in addition to the image display device 7, the determination symbol 8s may be displayed on the other display device.

[0042] The determination symbol 8s, like the performance symbol 8, is composed of three symbols: a left determination symbol 8sL, a middle determination symbol 8sC, and a right determination symbol 8sR, and changes and displays in synchronization with the changing display of the special symbol described below, and stops and displays in synchronization with the stopping display of the special symbol. The changing display of the determination symbol 8s can be, for example, a scrolling display in the up / down or left / right direction, or a rotating display in the up / down or left / right direction. Any or all of the left determination symbol 8sL, middle determination symbol 8sC, and right determination symbol 8sR are also simply referred to as the "determination symbol 8s."

[0043] The result of the special symbol hit / miss determination is also displayed in the determination symbol display area 7c based on the combination (stop display mode) of the left, center, and right determination symbols 8s. In other words, the determination symbols 8s are displayed variably and stopped based on the result of the special symbol hit / miss determination. In this embodiment, the determination symbols 8s are displayed in the same stop display mode (symbol arrangement) as the stop display mode (symbol arrangement, final stop symbol) of the effect symbols 8 displayed in the effect symbol display area 7b. However, unlike the effect symbols 8, there is no set stop order. The three determination symbols 8sL, 8sC, and 8sR are configured to simultaneously start changing and stop simultaneously when the special symbol starts to change and stop simultaneously when the special symbol stops. This is because the determination symbols 8s are not used to perform effects that attract the player's attention, such as reach effects, and there is little need to separately stop and display the three determination symbols 8sL, 8sC, and 8sR in a predetermined stop order. This simplifies the display control of the determination symbols 8s.

[0044] The stop display mode may be different for the performance symbol 8 and the determination symbol 8s. Also, the stop display mode (big hit symbol arrangement, small hit symbol arrangement) when the result of the special symbol hit / miss judgment is a big hit or a small hit may be the same for the performance symbol 8 and the judgment symbol 8s, and the stop display mode (miss symbol arrangement) when a miss is made may be different for the performance symbol 8 and the judgment symbol 8s. When the stop display mode when a miss is made different for the performance symbol 8 and the judgment symbol 8s, the miss symbol arrangement for the judgment symbol 8s may be of only one type (for example, "246"). This is because the player mainly looks at the performance symbol 8 to understand the result of the hit / miss judgment (hit or miss), and there is little need to provide multiple types of miss symbol arrangement for the judgment symbol 8s, as with the performance symbol 8. In addition, the result of the special symbol hit / miss judgment (the result of variable play) that is performed during the game progress is almost always a miss considering the probability of a jackpot, and by limiting the miss symbol arrangement of the judgment symbol 8s to one type, it is possible to improve the efficiency and simplification of symbol display control.

[0045] The reason for displaying the determination symbol 8s (providing the determination symbol display area 7c) is that, for example, during the execution of a variable effect, when effect images that stimulate the player's anticipation for a jackpot, such as the preview effect or super reach effect described below, are displayed across substantially the entire display screen 7a, the effect images may obscure the effect symbol 8 or make the effect symbol 8 invisible (erased), thereby reducing the visibility of the effect symbol 8 more than usual. In other words, even if the visibility of the effect symbol 8 is reduced and the effect symbol 8 becomes invisible (not displayed), it is possible to know through the determination symbol 8s that the special symbol is being displayed in a variable manner or has stopped (confirmed stopped). For this reason, the determination symbol 8s is always displayed in a game state (also referred to as a "variable game state") in which variable play (variable display of identification information) is executable.

[0046] In this embodiment, the determination symbol 8s is not distinguished by color like the effect symbol 8, but is displayed in the same color regardless of the number (symbol type). In this embodiment, the color (display color) of the determination symbol 8s is a single color, gray, which is an intermediate color between white and black. The determination symbol 8s is a relatively inconspicuous gray (neutral color) because the determination symbol 8s does not function as a symbol that the player primarily looks at to understand the result of the special symbol judgment (i.e., a symbol that notifies the player of the result of the special symbol judgment), but rather functions as a symbol that primarily indicates the fluctuation status of the special symbol, and does not need to be made to stand out like the effect symbol 8. Furthermore, by making the color (display color) of the determination symbol 8s a single color, it is possible to improve the efficiency and simplification of symbol display control. However, the determination symbol 8s may also contain color information like the effect symbol 8, and may be color-coded similarly to the effect symbol 8 or differently.

[0047] The display screen 7a is provided with a first effect hold display area 9c (first effect hold display unit) that displays the first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display unit) that displays the second effect hold 9b according to the number of stored second special symbol holds described below (see FIG. 3). In this embodiment, the first effect hold display area 9c and the second effect hold display area 9d are provided below the effect symbol display area 7b (lower part of the display screen 7a). Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special symbol holds displayed on the first special symbol hold display 43a and the number of stored second special symbol holds displayed on the second special symbol hold display 43b can be clearly shown to the player.

[0048] Here, the first effect hold 9a displayed in the first effect hold display area 9c is also referred to as the "first hold icon" or "first memory display," the second effect hold 9b displayed in the second effect hold display area 9d is also referred to as the "second hold icon" or "second memory display," and either or both of the first effect hold 9a and the second effect hold 9b are also referred to as the "hold icon" or "memory display." Also, the first effect hold display area 9c is also referred to as the "first hold icon display unit," "first memory display unit," or "first memory display means," the second effect hold display area 9d is also referred to as the "second hold icon display unit," "second memory display unit," or "second memory display means," and either or both of the first effect hold display area 9c and the second effect hold display area 9d are also referred to as the "hold icon display unit," "memory display unit," or "memory display means."

[0049] Also, the display screen 7a of the image display device 7 is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently changing special symbol (first special symbol or second special symbol), that is, the effect hold corresponding to the consumed special symbol hold (first effect hold 9a or second effect hold 9b) (see FIG. 3). In this embodiment, the variable hold display area 9e is provided on the left side of the first effect hold display area 9c and the second effect hold display area 9d.

[0050] The first effect hold 9a displayed in the first effect hold display area 9c corresponds to the number of reserved balls for special symbol 1, "1," "2," "3," and "4," in order from the left end to the right end of the display area 9c. The second effect hold 9b displayed in the second effect hold display area 9d corresponds to the number of reserved balls for special symbol 2, "1," "2," "3," and "4," in order from the left end to the right end of the display area 9d. Therefore, with the start of the variable display of the first special symbol corresponding to the number of reserved balls for special symbol 1, "1," (the consumption of the first special symbol hold), the first effect hold 9a corresponding to that hold (the first effect hold 9a displayed at the left end of the first effect hold display area 9c) moves (moves and is displayed) from the first effect hold display area 9c to the variable hold display area 9e. In addition, with the start of the variable display of the second special pattern corresponding to the number of reserved balls "1" for the special pattern 2 (the consumption of the second special pattern reserved), the second effect reserve 9b (the second effect reserve 9b displayed at the left end of the second effect reserve display area 9d) corresponding to that reserve moves (is moved and displayed) from the second effect reserve display area 9d to the variable reserve display area 9e. The number of reserved balls is also simply called the "number of reserved balls." In addition, when the number of reserved balls for the special pattern is "0" and a game ball enters the start hole (the first start hole 20 or the second start hole 21) and the variable display of the special pattern begins, the effect reserve (the first effect reserve 9a or the second effect reserve 9b) is displayed in the variable reserve display area 9e with the start ball entering, which is the trigger for the start of the variable display (variable game).

[0051] Here, the variable hold display area 9e can also be referred to as a "hold icon display section," a "memory display section," or a "memory display means," and the effect hold displayed in the variable hold display area 9e can also be referred to as a "hold icon" or a "memory display." The effect hold displayed in the variable hold display area 9e is also referred to as a "variable memory display," a "variable hold icon," or an "active hold icon," and the effect hold (hold icon) displayed in the effect hold display areas 9c and 9d and the effect hold (active hold icon) displayed in the variable hold display area 9e are collectively referred to as a "memory display" or a "hold icon." In addition, either or both of the effect hold display areas 9c and 9d and the variable hold display area 9e, which can display the effect holds 9a and 9b, are also referred to as a "effect hold display area," a "effect hold display section," or a "effect hold display means."

[0052] Furthermore, the display screen 7a of the image display device 7 is provided with a left-hit display area 70c (left-hit instruction image display section) that displays a left-hit instruction image 70 (described later) and a right-hit display area 71c (right-hit instruction image display section) that displays a right-hit instruction image 71 (described later) depending on the game status (see FIG. 52). The left-hit instruction image 70 and the right-hit instruction image 71 are collectively referred to as "launch instruction images."

[0053] As described above, the display screen 7a capable of displaying various effect displays and effect images (also referred to as "display objects") is also referred to as an "image display unit" or "effect display unit," and the image display device 7 having the display screen 7a is also referred to as an "image display means" or "effect display means." In addition, effects (effects performed on the display screen) that are performed by displaying on the display screen 7a, such as game effects using effect symbols 8 (effect symbol game effects, notification effects, variable effects), jackpot game effects, demo effects, and preview effects, are also referred to as "display effects."

[0054] A center decorative body 10 (so-called "center accessory") is provided near the center of the gaming area 3 and in front of the image display device 7, surrounding the display screen 7a. The center decorative body 10 is made of a plastic (resin) molded product, and is attached to the surface (front) of the gaming board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.

[0055] A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left side of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and receives game balls flowing down the game area 3 (left game area 3A) through the warp entrance and discharges the game balls from the warp exit, guiding them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher chance of entering the first starting hole 20 than game balls not guided to the stage section 11. In addition, a decorative member 13 shaped like letters, figures, etc. is arranged at the top of the center decorative body 10. The decorative member 13 is provided with an electric element such as an LED, which can light up or flash depending on the game status and game presentation.

[0056] Additionally, a movable decorative member 14 (also referred to as a "movable decorative member") that can move in conjunction with game effects is provided above the center decorative body 10 and behind the decorative member 13. As shown in FIG. 3, the movable decorative member 14 is usually hidden by the frame (in this example, the decorative member 13) that constitutes the center decorative body 10, and is not entirely visible. In contrast, for example, when a game effect with a relatively high probability of winning is executed, the movable decorative member 14 falls downward in conjunction with the execution of the game effect and appears on the front side (near side) of the display screen 7a, thereby covering the front of the display screen 7a and making most of it visible. This increases the player's anticipation of a big win.

[0057] Here, the image display device 7, which can display various images to create display effects, is also referred to as "display effect means," and the movable decorative member 14 (movable effect body), which can move in accordance with game effects to create moving effects, is also referred to as "movable effect means." In addition to the movable decorative member 14, for example, if the effect button 63 moves up and down or vibrates in accordance with game effects, the effect button 63 can also be referred to as "movable effect means" (movable effect body). Furthermore, the speaker 67, which can create sound effects by emitting various sounds (sound effects), is also referred to as "sound effect means," and the board lamp 5, frame lamp 66, and decorative member 13, which can create light effects by emitting various lights, are also referred to as "light effect means." In addition to the board lamp 5, for example, if the effect button 63 or launch handle 60, like the decorative member 13, has built-in lighting elements such as LEDs and lights up or flashes depending on the game situation due to the action of the lighting elements, the effect button 63 and launch handle 60 can also be referred to as "light effect means." Furthermore, these "effect pending display means," "display effect means," "movable effect means," "sound effect means," and "light effect means" are collectively referred to as "effect means."

[0058] Below the image display device 7 in the game area 3 (below the stage section 11), there is provided a fixed winning device 19 equipped with a non-variable first starting hole 20 (also referred to as a "non-variable starting hole" or "fixed starting hole") whose ease of entry of the game ball (entry ease) does not change. A random number or the like for determining whether the special symbol has been hit is obtained based on the entry of the game ball into the first starting hole 20, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is made, and the first special symbol is displayed in a variable and stationary state based on the result of the hit / miss determination. In other words, the first starting hole 20 is the ball entry hole that triggers the execution of the first special symbol hit / miss determination, and is also the ball entry hole that triggers the execution of the variable display of the first special symbol.

[0059] A ball entrance unit 18 is provided to the right of the first starting hole 20 in the game area 3. The ball entrance unit 18 is a unit (integrated) of the second starting hole 21, the general winning hole 27, and the outlet hole 34, and is made of a transparent plastic molded product (resin molded product). This makes the placement of the ball entrances on the game board 2 (game area 3) more efficient and improves assembly workability. It also simplifies the gauge configuration in the area to the right of the game area 3 (right game area 3B). Details of the ball entrance unit 18 will be described later.

[0060] To the right of the ball entry unit 18 in the game area 3 is provided a first large prize device 31 comprising a first large prize entry opening 30 and an opening / closing member 32 that opens and closes the first large prize entry opening 30. The opening / closing member 32 is driven by a first large prize entry opening solenoid 33 (see FIG. 5), and is configured so that, when driven, it can be placed in a state where it protrudes forward (toward the player) from the surface of the game board 2, or a state where it is retracted backward (toward the player's back) from the surface of the game board 2. In other words, the opening / closing member 32 is provided so as to be movable in the front-to-rear direction relative to the surface of the board.

[0061] When the opening / closing member 32 is in a state where it protrudes toward the front of the board, the first large prize opening 30 is in a closed state, and it is not possible for game balls to enter the first large prize opening 30. On the other hand, when the opening / closing member 32 is retracted toward the back of the board (in a retracted state), the first large prize opening 30 is in an open state, and it is possible for game balls to enter the first large prize opening 30. The state in which the opening / closing member 32 protrudes toward the front of the board is also referred to as the "closed state," and the state in which the opening / closing member 32 is retracted toward the back of the board is also referred to as the "open state."

[0062] The first large prize opening 30 (also referred to as the "first variable ball opening") allows game balls to enter only when the opening / closing member 32 is in the open state. In other words, the first large prize opening 30 (first large prize device 31) can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter and a ball-entry-enabled state (open state) in which game balls can enter, by the opening and closing operation of the opening / closing member 32.

[0063] The open / close member 32 is provided so as to be slightly inclined downward and left. When the open / close member 32 is in the closed state, the upper surface of the open / close member 32 functions as a flow surface that causes game balls flowing down from above in the right area of ​​the game area 3 (right game area 3B) to flow downward and left (downstream). As a result, when the first large prize opening 30 (first large prize device 31) is in a state where balls cannot enter, game balls flowing down toward the first large prize device 31 are guided downward and left (downstream) without entering the first large prize opening 30.

[0064] Above the first large prize opening 30 in the gaming area 3 and at the lower right of the center decorative body 10, there is provided a second large prize opening 35 and a second large prize opening device 36 equipped with an opening / closing member (blade member) 37 that opens and closes the second large prize opening 35. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (see FIG. 5), and is configured so that it can be in an upright position or tilted to the right by this drive. In other words, the opening / closing member 37 is provided so as to be rotatable left and right relative to the surface of the gaming board 2.

[0065] When the opening / closing member 37 is in an upright position, the second large prize opening 35 is closed, and it is not possible for game balls to enter the second large prize opening 35. On the other hand, when the opening / closing member 37 is tilted to the right, the second large prize opening 35 is open (see Figure 3), and it is possible for game balls to enter the second large prize opening 35. The upright position of the opening / closing member 37 is also referred to as the "closed position," and the position of the opening / closing member 37 tilted to the right is also referred to as the "open position."

[0066] The second large prize opening 35 (also referred to as the "second variable prize opening") allows game balls to enter only when the opening / closing member 37 is in the open state. In other words, the second large prize opening 35 (second large prize device 36) can be changed between an entry-disabled state (closed state) in which game balls cannot enter, and an entry-enabled state (open state) in which game balls can enter, by the opening and closing operation of the opening / closing member 37.

[0067] The second large prize device 36 includes a specific area 39 through which a gaming ball entering the second large prize opening 35 can pass. The pachinko gaming machine 1 is configured to generate a high-probability state, described below, based on detection that at least one of the gaming balls entering the second large prize opening 35 has passed through the specific area 39. In other words, the specific area 39 is a probability variable activation opening. Such a specific area 39 is not provided in the first large prize device 31. The second large prize opening 35 (second large prize device 36) that includes such a specific area 39 (V area) as a probability variable activation opening is also referred to as a "V attacker." The high-probability state is one of the gaming benefits granted to the player, separate from the special game.

[0068] The first large prize opening 30 (first large prize device 31) and the second large prize opening 35 (second large prize device 36) are both closed when a special game (a big win game, a small win game) is not being played. When the special symbol, which is displayed in a variable manner based on the result of the win / loss determination, is displayed in a stopped state in a big win mode or a small win mode, a special game is played, and the opening state is accordingly opened. In other words, the first large prize opening 31 and the second large prize opening 36 both function as special electric devices. In this embodiment, due to the relative positions of the first large prize opening 30 and the second large prize opening 35 (see Figure 3), the first large prize opening 30 is also called the "lower attacker," and the second large prize opening 35 is also called the "upper attacker."

[0069] A gate 28 (game ball passage opening) through which game balls can pass is provided in the area (right game area 3B) to the right of the center decorative body 10 in the game area 3. A random number or the like for determining whether a normal symbol has been hit is acquired based on the passing of the game ball through the gate 28, and when a predetermined condition is met, a normal symbol hit / miss judgment is executed to determine whether or not to open the second start opening 21, and a variable display and a stop display of the normal symbol are executed based on the result of the normal symbol hit / miss judgment.

[0070] Here, the ball entrance unit 18 of this embodiment will be described with reference to Figure 53. Figure 53 is a diagram illustrating the configuration of the ball entrance unit 18. As shown in the figure, the ball entrance unit 18 is configured to include at least a unit base 18a, a second starting opening 21 provided in the upper right portion of the front surface of the unit base 18a, a movable member 23 provided on the front surface of the unit base 18a above the second starting opening 21 and for opening and closing the second starting opening 21, a general winning opening 27 provided in the lower portion of the front surface of the unit base 18a and below and to the left of the second starting opening 21, an outlet 34 provided in the lower portion of the front surface of the unit base 18a and to the left of the general winning opening 27, a first ball passage 25a provided on the front surface of the unit base 18a for guiding (allowing down) game balls to the general winning opening 27, and a second ball passage 25b provided on the front surface of the unit base 18a for guiding (allowing down) game balls to the general winning opening 27 or the outlet 34. Additionally, above each of the second starting hole 21, the first ball passage 25a, and the second ball passage 25b, game nails 16 (four game nails 16 in this embodiment) provided on the game board 2 (game area 3) are configured to protrude toward the front side of the board surface through openings provided in the unit base 18a. These game nails 16 form entrances (ball entrances) for game balls to enter each of the second starting hole 21, the first ball passage 25a, and the second ball passage 25b.

[0071] The ball inlet unit 18 is attached to the game board 2 by screws or the like so that the surface of the game board 2 and the surface of the unit base 18a are approximately flush with each other. By attaching the ball inlet unit 18 to the game board 2, the surface of the ball inlet unit 18 (the surface side of the unit base 18a) forms part of the game area 3.

[0072] The second starting opening 21 is a variable starting opening (also referred to as a "variable starting opening") that changes the ease with which a gaming ball can enter (ease of entry), and constitutes a variable winning device 22. That is, the second starting opening 21 and the variable winning device 22, which includes a movable member 23 that opens and closes the second starting opening 21, are provided in the upper right portion of the unit base 18a of the ball entry opening unit 18. A random number or the like for determining whether a special symbol has been hit is acquired based on the entry of a gaming ball into the second starting opening 21, and when a predetermined condition is met, a hit / miss determination for the second special symbol (second special symbol hit / miss determination) is executed, and the variable display and stationary display of the second special symbol are executed based on the result of the hit / miss determination. In other words, the second starting opening 21 is the ball entry opening that triggers the execution of the hit / miss determination for the second special symbol, and is also the ball entry opening that triggers the execution of the variable display of the second special symbol.

[0073] The movable member 23 is driven by a second start hole solenoid 24 (see Figure 5), and is thereby capable of moving left and right (horizontally) relative to the surface of the game board 2 (game area 3), and is configured to be able to take on a state in which it is located directly above the second start hole 21 and a state in which it is not located directly above the second start hole 21.

[0074] As shown in Figure 53(a), when the movable member 23 is located directly above the second starting hole 21, the second starting hole 21 is blocked by the movable member 23, i.e., in a closed state, and it is not possible for a game ball to enter the second starting hole 21. On the other hand, as shown in Figure 53(b), when the movable member 23 is not located directly above the second starting hole 21, the second starting hole 21 is not blocked by the movable member 23, i.e., in an open state, and it is possible for a game ball to enter the second starting hole 21. The state in which the movable member 23 is located directly above the second starting hole 21 is also referred to as the "closed state" or "first state," and the state in which the movable member 23 is not located directly above the second starting hole 21 is also referred to as the "open state" or "second state."

[0075] When the movable member 23 is in the closed state, the second starting hole 21 is less likely to allow a ball to enter than when the movable member 23 is in the open state (second state). On the other hand, when the movable member 23 is in the open state (second state), the second starting hole 21 is more likely to allow a ball to enter than when the movable member 23 is in the closed state. Specifically, the second starting hole 21 allows a game ball to enter only when the movable member 23 is in the open state. That is, the second starting hole 21 (variable entry device 22) can be changed between a ball-entry-disabled state (closed state) in which a game ball cannot enter and a ball-entry-enabled state (open state) in which a game ball can enter, by the opening and closing operation of the movable member 23. Note that the second starting hole 21 does not have to be completely ball-entry-disabled when in the closed state, and may be one in which it is more difficult for a game ball to enter (more difficult to enter) than when in the open state.

[0076] The second start opening 21 (variable winning device 22) is in a closed state when a normal winning game, which will be described later, is not being played. Then, when the normal symbol, which is variably displayed based on the result of the normal symbol winning / losing judgment, is stopped and displayed in a winning state (winning normal symbol), a normal winning game is played, and accordingly, the second start opening 21 (variable winning device 22) is in an open state. In other words, the variable winning device 22 functions as a normal electric device.

[0077] The upper surface of the movable member 23 is formed so as to be slightly inclined downward and to the left. Therefore, when the movable member 23 is in the closed state (first state), the upper surface of the movable member 23 functions as a flow-down surface that causes game balls flowing down from above the right game area 3B (see FIG. 3) to flow downward and to the left, i.e., toward the first ball passage 25a. As a result, when the second start opening 21 (variable winning device 22) is in a ball-entry disabled state, game balls flowing down toward the second start opening 21 are guided toward the first ball passage 25a without entering the second start opening 21. At this time, game balls that do not enter the second start opening 21 may be guided to either the first ball passage 25a or the second ball passage 25b depending on the flow-down conditions, such as the flow-down speed (flow-down speed) and amount (flow-down amount). In addition, the gaming ball may be repelled by the gaming nail 16 and flow down outside the ball entrance unit 18 without being guided to either the first ball passage 25a or the second ball passage 25b.

[0078] The first ball passage 25a is a passage that guides (allows) gaming balls to flow down toward the general winning opening 27. On the inside of the passage wall 25c of the first ball passage 25a, a plurality of (five in this embodiment) protrusions 25d are provided to stabilize the flow of gaming balls when many gaming balls flow down into the first ball passage 25a at the same time.

[0079] The second ball passage 25b is a passage that guides (allows) gaming balls to flow down toward the general winning opening 27 or the outlet 34. The lower part of the second ball passage 25b branches off to the general winning opening 27 side and the outlet 34 side, and at the branching point, a distribution protrusion 25e is provided that distributes gaming balls flowing down (falling) the second ball passage 25b to the left and right. This distribution protrusion 25e has the function of stably distributing gaming balls to either the general winning opening 27 or the outlet 34, which are provided side by side in the left-right direction at the bottom of the ball entrance unit 18 (unit base 18a).

[0080] As shown in Figure 53(a), the distance between the two game nails 16 that form the ball entrance to the first ball passage 25a, i.e., the entrance width L1 of the first ball passage 25a, is wider (larger) than the distance between the two game nails 16 that form the ball entrance to the second ball passage 25b, i.e., the entrance width L2 of the second ball passage 25b. Accordingly, the passage width of the first ball passage 25a is wider than that of the second ball passage 25b. For this reason, it is easier for game balls to enter (flow into) the first ball passage 25a than the second ball passage 25b.

[0081] The front side of the first ball passage 25a and the second ball passage 25b is covered with a transparent cover member, so that the game balls flowing down the first ball passage 25a and the game balls flowing down the second ball passage 25b are guided to the general winning opening 27 or the outlet 34 without spilling to the front side of each passage, and the way they are guided can be seen through the cover member.

[0082] The general winning opening 27 is an opening that triggers the awarding (payout) of a predetermined number of prize balls to a player. In this embodiment, in addition to the ball entrance unit 18, a general winning opening 27 is also provided at the bottom (to the left of the first starting opening 20) of the left area of ​​the gaming area 3 (left gaming area 3A), for a total of four general winning openings 27 (see FIG. 3). The three general winning openings 27 provided at the bottom of the left gaming area 3A are also referred to as the "left general winning opening," and the one general winning opening 27 provided in the ball entrance unit 18 is also referred to as the "right general winning opening."

[0083] The outlet 34 is an inlet that only ejects game balls outside the machine. In other words, it is an inlet that does not affect the outcome of the game, such as the payout of prize balls or various judgments. In this embodiment, in addition to the inlet unit 18, an outlet 34 is also provided in the center of the bottom of the game area 3, for a total of two outlets 34 (see Figure 3). The outlet 34 provided in the center of the bottom of the game area 3 is also called the "middle outlet" or "first outlet," and the outlet 34 provided in the inlet unit 18 is also called the "right outlet" or "second outlet."

[0084] Here, of the second starting opening 21, the general winning opening 27 (right general winning opening), and the out opening 34 (right out opening) provided in the ball entrance unit 18, the second starting opening 21 is also referred to as the "first ball entrance," the general winning opening 27 (right general winning opening) is also referred to as the "second ball entrance," and the out opening 34 is also referred to as the "third ball entrance." Also, based on the positional relationship of each ball entrance in the ball entrance unit 18, the second starting opening 21 is also referred to as the "upper ball entrance," either or both of the general winning opening 27 and the out opening 34 are also referred to as the "lower ball entrance," the general winning opening 27 is also referred to as the "lower right ball entrance," and the out opening 34 is also referred to as the "lower left ball entrance."

[0085] In the ball entrance unit 18 of this embodiment configured as described above, due to the presence of the first ball passage 25a and the second ball passage 25b, when a gaming ball flows down toward the general winning opening 27 (right general winning opening), there are two (two) routes, the first route R1 and the second route R2 (see Figures 53(a) and (b)). In other words, when a gaming ball enters the general winning opening 27 (right general winning opening), there are two (two) routes, the first route R1 and the second route R2. On the other hand, when a gaming ball flows down toward the outlet 34 (right outlet), there is one (one) route, the third route R3 (see Figure 53(b)). In other words, when a gaming ball enters the outlet 34 (right outlet), there is one (one) route, the third route R3. The entrance width L1 (passage width) of the first ball passage 25a is wider than the entrance width L2 (passage width) of the second ball passage 25b, and the first ball passage 25a is located closer to the movable member 23 than the second ball passage 25b.

[0086] For this reason, as shown in Figure 53 (a), when the movable member 23 is in the closed state (first state), the ease of ball entry into the second starting hole 21 decreases (in this embodiment, ball entry becomes impossible), and the gaming ball is more likely to flow down the first route R1 than the second route R2. Also, the gaming ball is more likely to flow down the first route R1 than the third route R3. As a result, it is easier for the ball to enter the general winning hole 27 (right general winning hole) than the second starting hole 21.

[0087] Specifically, when the movable member 23 is in the closed state, the second starting opening 21 is blocked by the movable member 23, i.e., is in a closed state. Therefore, a gaming ball flowing down toward the second starting opening 21 rolls on the upper surface of the movable member 23 toward the first ball passage 25a and the second ball passage 25b without entering the second starting opening 21, and flows down the first ball passage 25a or the second ball passage 25b. Here, the entrance width L1 (passage width) of the first ball passage 25a is wider than the entrance width L2 (passage width) of the second ball passage 25b, and the first ball passage 25a is closer to the movable member 23 than the second ball passage 25b. Therefore, most of the gaming balls rolling on the upper surface of the movable member 23 flow down the first ball passage 25a and enter the general winning opening 27 (right general winning opening) via the first route R1. Due to the configuration of the first ball passage 25a and the second ball passage 25b, a gaming ball flowing down the first ball passage 25a will not enter the outlet 34 (right outlet). In addition, when a gaming ball flows down the second ball passage 25b, the gaming ball may enter the general winning port 27 (right general winning port) via the second route R2, or may enter the outlet 34 (right outlet) via the third route R3.

[0088] On the other hand, as shown in Figure 53 (b), when the movable member 23 is in the open state (second state), the second starting hole 21 becomes easier to enter (in this embodiment, the ball becomes possible to enter), and the game ball is more likely to flow down the second route R2 than the first route R1. Also, the game ball is more likely to flow down the third route R3 than the first route R1. As a result, the second starting hole 21 becomes easier to enter than the general winning hole 27 (right general winning hole). Also, the second starting hole 21 becomes easier to enter than the outlet 34 (right outlet hole).

[0089] Specifically, when the movable member 23 is in the open state, the second starting port 21 is in the open state, and the entrance of the first ball passage 25a is blocked by the movable member 23. At this time, the flow of game balls down the first ball passage 25a (first route R1) is blocked by the movable member 23, and many (almost all) of the game balls flowing down toward the second starting port 21 enter the second starting port 21. However, some game balls flowing down toward the second starting port 21 (ball entrance unit 18) may be bounced off the game nail 16, for example, and may roll (flow down) toward the second ball passage 25b on the upper surface of the movable member 23 blocking the entrance of the first ball passage 25a without entering the second starting port 21 (see Figure 53(b)). Furthermore, although the rate is lower than the rate at which balls enter the second starting port 21 in the open state, when a game ball that does not enter the second starting port 21 in the open state flows down the second ball passage 25b, the game ball may enter the general winning port 27 (right general winning port) via the second route R2, or may enter the outlet 34 (right outlet) via the third route R3 (see Figure 53(b)).

[0090] According to the above-described ball entry unit 18, when the movable member 23 is in the closed state, the gaming ball will not enter the second starting opening 21, but will flow down the first ball passage 25a (first path R1) and enter the general winning opening 27 (right general winning opening), or will flow down the second ball passage 25b (second path R2 or third path R3) and enter the general winning opening 27 (right general winning opening) or the out opening 34 (right out opening). On the other hand, when the movable member 23 is in the open state, the gaming ball will not flow down the first ball passage 25a (first path R1) (will not enter the right general winning opening), but will enter the second starting opening 21, or will flow down the second ball passage 25b (second path R2 or third path R3) and enter the general winning opening 27 (right general winning opening) or the out opening 34 (right out opening). Therefore, whether the movable member 23 is in the closed state or the open state, gaming balls can enter the general winning opening 27 (right general winning opening), and there is no situation where gaming balls cannot enter the ball entry opening downstream of the second starting opening 21. This ensures a situation where gaming balls can enter the general winning opening 27 regardless of the state of the movable member 23 (how easy it is to enter the second starting opening 21), making it possible to play fair.

[0091] Furthermore, when the movable member 23 is in a closed state, balls are more likely to enter the general winning opening 27 (right general winning opening) than the second starting opening 21. In particular, the entrance width L1 (passage width) of the first ball passage 25a is wider than the entrance width L2 (passage width) of the second ball passage 25b, and the first ball passage 25a is located closer to the movable member 23 than the second ball passage 25b. Therefore, when the movable member 23 is in a closed state, game balls are more likely to flow into the first ball passage 25a than into the second ball passage 25b, and the rate at which game balls flow down the first route R1 and enter the general winning opening 27 is higher than the rate at which game balls flow down the second route R2 and enter the general winning opening 27. As a result, even if the ball passages (paths) allow balls to enter the same general winning opening 27, the ball entry rate (ball entry possibility) can be made different between the first ball passage 25a (first path R1) and the second ball passage 25b (second path R2), thereby increasing the variety of balls that can enter the general winning opening 27 and enhancing the enjoyment of the game. Also, for example, in the high base state described below, if a game ball flowing down toward the second starting opening 21 reaches the movable member 23 while the movable member 23 is in the closed state, the probability of the ball entering the general winning opening 27 (right general winning opening) increases, thereby reducing the occurrence of wasted balls for the player.

[0092] The second starting opening 21 and the general winning opening 27 provided in the ball entry unit 18 are designed so that game balls flowing down the left game area 3A cannot enter the opening, but game balls flowing down the right game area 3B can enter the opening. For this reason, for example, in a low base state described below, a player may intentionally fire a game ball toward the right game area 3B in an attempt to win a prize ball by having the ball enter the general winning opening 27 (right general winning opening). In this regard, in this embodiment, if a player fires a game ball toward the right game area 3B in a low base state (when a right shot is performed, described below), a warning is issued to the player by displaying a warning image, emitting a warning sound, or the like. This prevents the player from winning a prize ball based on the ball entering the right general winning opening in a low base state, thereby preventing the player from receiving excessive (excessive) benefits. In this case, the warning can be issued, for example, when the passing of a gaming ball through the gate 28 in a low base state is detected.

[0093] Furthermore, when the movable member 23 is in the open state, it is easier for balls to enter the second starting hole 21 than the general winning hole 27 (right general winning hole). Of the first ball passage 25a and the second ball passage 25b, the first ball passage 25a, which has a relatively wider entrance width (passage width), is blocked by the movable member 23, and the movable member 23 prevents game balls from flowing down the first path R1. Therefore, when the movable member 23 is in the open state, it is possible to increase the ease of ball entry into the second starting hole 21 and increase the chances of determining whether the second special symbol has been drawn, while suppressing excessive balls from entering the general winning hole 27 (right general winning hole). This prevents players from gaining too much of an advantage, achieving an appropriate balance of benefits.

[0094] Furthermore, the ball entrance unit 18 of this embodiment is configured to change the ease of ball entry through the second starting opening 21 and the flow path (ball entry path) through the general winning opening 27 (right general winning opening) using one movable member 23. This allows for a reduction in the number of parts that make up the ball entrance unit 18 and makes it more compact, thereby reducing parts costs. Furthermore, the ball entry rate (amount of balls) of each of the second starting opening 21 and the general winning opening 27 can be efficiently adjusted.

[0095] In this embodiment, two ball passages, a first ball passage 25a and a second ball passage 25b, are provided as ball passages that guide game balls to the general winning opening 27 of the ball entrance unit 18, and two flow paths, a first path R1 and a second path R2, are provided as flow paths for game balls to flow down toward the general winning opening 27. In contrast, the number of ball passages that guide game balls to the general winning opening 27 of the ball entrance unit 18, i.e., the number of flow paths for game balls to flow down toward the general winning opening 27, may be three or more, and the number is not important as long as it is possible to ensure a situation in which game balls can enter the general winning opening 27 regardless of the state of the movable member 23 (the ease of ball entry into the second starting opening 21).

[0096] In addition, the ball entrance unit 18 of this embodiment is a unit that includes the second start entrance 21 (variable entry device 22), the general entry entrance 27, and the outlet 34. Alternatively, in addition to the second start entrance 21, the general entry entrance 27, and the outlet 34, either or both of the first large entry entrance 30 (first large entry device 31) and the second large entry entrance 35 (second large entry device 36) may be included in the unit. This also improves the efficiency of the placement of ball entrances on the game board 2 (game area 3) and improves assembly workability. Furthermore, the gauge configuration of the right game area 3B can be further simplified.

[0097] In this embodiment, when the movable member 23 is in the open state, the entire entrance of the first ball passage 25a is blocked by the movable member 23 (see FIG. 53(b)). That is, gaming balls are prevented from flowing down the first ball passage 25a (first path R1). Alternatively, the size, shape, and operating amount (operating range) of the movable member 23 may be adjusted so that a portion of the entrance of the first ball passage 25a is blocked by the movable member 23 when the movable member 23 (second starting opening 21) is in the open state. In this case, the entrance width can be set to be approximately the same as or slightly wider than the diameter of the gaming ball, so that gaming balls can flow down the first ball passage 25a (first path R1), but are less likely to flow down than when the movable member 23 is in the closed state. This also prevents excessive balls from entering the general winning opening 27 (right general winning opening) when the movable member 23 is in the open state, thereby achieving an appropriate balance of profits.

[0098] The first start opening 20, the second start opening 21, the first major prize opening 30, the second major prize opening 35, and the general prize opening 27 are each entry openings that trigger the payout of prize balls. When a game ball enters each entry opening, a predetermined number of game balls (prize balls) is paid out from each entry opening. Specifically, the number of prize balls in the first start opening 20 is "3," the number of prize balls in the second start opening 21 is "1," the number of prize balls in the first major prize opening 30 and the second major prize opening 35 is "15," and the number of prize balls in the general prize opening 27 is "6." In contrast, the outlet opening 34 is an entry opening (exhaust opening) for discharging game balls that do not enter the entry opening that triggers the payout of prize balls outside the machine. Therefore, if a game ball enters the outlet opening 34, no prize balls will be paid out. In other words, the number of prize balls in the outlet opening 34 is "0." The number of prize balls set for each entrance is not limited to the number shown in the example, but can be changed as appropriate depending on the specifications of the gaming machine, etc.

[0099] As described above, the game area 3 in which multiple ball entry ports (first start port 20, second start port 21, first large prize port 30, second large prize port 35, general prize port 27, etc.) are arranged can be divided into a left game area 3A (also called the "first area") on the left side of the center in the horizontal direction, and a right game area 3B (also called the "second area") on the right side. Firing a game ball so that it flows down through the left game area 3A is also called a "left hit," and firing a game ball so that it flows down through the right game area 3B is also called a "right hit."

[0100] Of the multiple ball entrances, the first start entrance 20 and the left general prize entrance 27 are designed to allow game balls flowing down the left game area 3A to enter, while the second start entrance 21, the first large prize entrance 30, the second large prize entrance 35, the right general prize entrance 27, and the gate 28 are designed to allow game balls flowing down the right game area 3B to enter. Also, the outlet 34 (center outlet) provided in the center of the lower part of the game area 3 is designed to allow both game balls flowing down the left game area 3A and game balls flowing down the right game area 3B to enter, while the outlet 34 (right outlet) provided in the ball entrance unit 18 is designed to allow game balls flowing down the right game area 3B to enter.

[0101] In this pachinko game machine 1, when the game starts, in principle, the player hits the ball from the left, aiming to get the ball into the first starting hole 20. On the other hand, if a jackpot is determined based on the ball having hit the first starting hole 20 and the game state changes to a special game state, in principle, the player hits the ball from the right, aiming to get the ball into the gate 28, the second starting hole 21, the first large winning hole 30, or the second large winning hole 35, and the game continues.

[0102] When neither the first large prize opening 30 nor the second large prize opening 35 is open, that is, when neither a big win game nor a small win game is being played, and the player plays by hitting with the right hand, the game ball launched by the right hand hit flows down the right game area 3B (see Figure 3) toward the ball entrance unit 18. A game ball heading toward the ball entrance unit 18 flows down path B1 or B2 (see Figure 3) in the right game area 3B. A game ball flowing down path B1 may move to path B2 above the ball entrance unit 18 (before reaching the ball entrance unit 18).

[0103] In this way, the game balls flowing down towards the ball entry port unit 18 will either enter the second starting port 21, the right general winning port 27 or the right outlet port 34, depending on their flowing state and the state of the movable member 23, or will not enter any of the ball entry ports and will be discharged outside the machine (to the back side of the pachinko game machine 1) through the middle outlet port 34.

[0104] The number of start gates, big prize gates, general prize gates, and gates to be installed is not limited to that in this embodiment, and the number of each can be any number, such as three start gates, one big prize gate, three general prize gates, two gates, etc. The same applies to the outlet gates, and for example, the number of outlet gates can be one or more than three.

[0105] 3 and 4, a main display 40 is provided outside the game area 3 (outside the game area) and at the lower right of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that displays the first special symbol as a variable and stationary symbol, a second special symbol display 41b (second special symbol display section) that displays the second special symbol as a variable and stationary symbol, a normal symbol display 42 (normal symbol display section) that displays the normal symbol as a variable and stationary symbol, a first special symbol reserve display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol reserve), a second special symbol reserve display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol reserve), and a normal symbol. The main display 40 includes a normal symbol hold indicator 44 that displays the number of stored hit / miss judgment information (normal symbol hold), a round indicator 45 that indicates the number of rounds of jackpot game that will be executed if the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a jackpot, a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that indicates the launch direction of the game ball (whether it should be hit left or right), and a hit indicator 48 that indicates that the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit (see Figure 4). The display of these various indicators included in the main display 40 is controlled by a main control unit 80, which will be described later.

[0106] The first special pattern and the second special pattern are sometimes collectively referred to as the special patterns, the first special pattern display 41a and the second special pattern display 41b are sometimes collectively referred to as the "special pattern display" or "special pattern display unit", and the first special pattern reserve display 43a and the second special pattern reserve display 43b are sometimes collectively referred to as the "special pattern reserve display" or "special pattern reserve display unit". There is.

[0107] Here, the special pattern is also called "special pattern" or "special identification information", the performance pattern is also called "first pattern", "first image" or "performance identification information", the normal pattern is also called "normal pattern" or "normal identification information", and at least one of the special pattern, performance pattern and normal pattern is also called "identification pattern" or "identification information", or simply "pattern". The first special pattern is also called "special pattern 1", "first special pattern", "first special identification information" or "first identification information", and the second special pattern is also called "special pattern 2", "second special pattern", "second special identification information" or "second identification information".

[0108] At least one of the first special symbol display 41a that displays the first special symbol, the second special symbol display 41b that displays the second special symbol, and the main control unit 80 (game control microcomputer 81) described below that controls the display of the special symbols is also referred to as the "special identification information display means." At least one of the normal symbol display that displays the normal symbol and the main control unit 80 (game control microcomputer 81) described below that controls the display of the normal symbol is also referred to as the "normal identification information display means." At least one of the image display device 7 (display screen 7a) that displays the effect symbol 8, and the sub-control unit 90 (effect control microcomputer 91) and image control unit 100 (image control microcomputer 101) described below that control the display of the effect symbol 8 is also referred to as the "effect identification information display means." At least one of the image display device 7, the first special pattern display device 41a, the second special pattern display device 41b and the normal pattern display device 42 is also referred to as the "identification pattern display means," "identification information display means," or "pattern display means," or simply as the "display means."

[0109] The special symbol display unit displays a special symbol (identification information) in a variable manner for a predetermined time and then stops and displays it, and the stopped and displayed special symbol (stopped symbol) notifies the result of the lottery (determination of whether the special symbol is a hit or not, big win lottery) based on the ball entering the first start hole 20 or the second start hole 21. In other words, the variable display of the first special symbol is performed based on the game ball entering the first start hole 20, and the variable display of the second special symbol is performed based on the game ball entering the second start hole 21.

[0110] The special symbol that is stopped and displayed is a symbol that is selected from a plurality of types of stop symbols according to the result of the special symbol hit / miss determination. For example, if the stop symbol is a predetermined jackpot symbol, a special game (jackpot game) is executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern corresponding to the stopped and displayed jackpot symbol. Also, if the stop symbol is a predetermined small prize symbol, a special game (small prize game) is executed in which the second large prize opening 35 is opened in an opening pattern corresponding to the stopped and displayed small prize symbol. The opening patterns of the large prize openings (first large prize opening 30, second large prize opening 35) in the special game will be described later.

[0111] The special symbol remains stationary until a predetermined display time (determined display time) has elapsed. If the displayed special symbol is a losing symbol (missing, non-specific), and a reserved special symbol is stored at the time of the display, the oldest (earliest) reserved special symbol in the stored order is consumed after the display time has elapsed, thereby initiating the variable display of the next special symbol. If the displayed special symbol is a losing symbol and no reserved special symbol is stored at the time of the display, the special symbol remains stationary even after the display time has elapsed. On the other hand, if the displayed special symbol is a winning symbol, the game transitions to the opening period, which will be described later, after the display time has elapsed. After the opening period, the first opening of the jackpot slot in a winning game (for example, the first round in a jackpot game) begins.

[0112] The stop display time of the special symbol is generally set to "0.5 to 1.0 seconds", and in this embodiment, it is set to a uniform "0.6 seconds" regardless of whether it is a win or a loss.

[0113] In addition, the stop display time (miss stop display time) when the stopped special symbol is a miss symbol (non-specific mode) may be different from the stop display time (win stop display time) when the stopped special symbol is a big win symbol (specific mode) or a small win symbol (predetermined display mode). Specifically, for example, the win stop display time can be made longer than the miss stop display time, or the miss stop display time can be made longer than the win stop display time. Of course, it is also possible to make the stop display time the same for a win and a miss.

[0114] In addition, the stop display time when the special symbol displayed is a big win symbol (big win stop display time) may be different from the stop display time when the special symbol displayed is a small win symbol (small win stop display time). Specifically, for example, the big win stop display time can be made longer than the small win stop display time, or the small win stop display time can be made longer than the big win stop display time. Of course, it is also possible to make the stop display time the same for big wins and small wins.

[0115] Furthermore, the stop display time may be different depending on the game state, such as a low base state or a high base state, as described below. Specifically, for example, the stop display time in the low base state may be longer than the stop display time in the high base state, the stop display time in the high base state may be shorter than the stop display time in the low base state, the stop display time in the low base state may be shorter than the stop display time in the high base state, or the stop display time in the high base state may be longer than the stop display time in the low base state. Of course, it is also possible to make the stop display time the same in each state.

[0116] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays special symbols according to the result of the first special symbol hit / miss judgment. In this embodiment, four types of big hits, "5R first big hit," "5R second big hit," "5R third big hit," and "2R fourth big hit," as well as a "first small hit" are provided as a result of the first special symbol hit / miss judgment (see Figs. 6 and 8). The LEDs of the first special symbol display 41a are capable of displaying display modes according to each of these big hits and small hits.

[0117] Specifically, for example, if the result of the first special symbol hit / miss judgment is a 5R first jackpot, the three "ijn" LEDs are lit and the rest are turned off (5R first jackpot symbol), if it is a 5R second jackpot, the three "ijk" LEDs are lit and the rest are turned off (5R second jackpot symbol), if it is a 5R third jackpot, the three "ijl" LEDs are lit and the rest are turned off (5R third jackpot symbol), if it is a 2R fourth jackpot, the four "jnop" LEDs are lit and the rest are turned off (2R fourth jackpot symbol), if it is a first minor hit, the four "mnop" LEDs are lit and the rest are turned off (first minor hit symbol). Also, if the result of the first special symbol hit / miss judgment is a miss, the two "lo" LEDs are lit and the rest are turned off (miss symbol). In this way, the stopping pattern of the first special pattern according to the result of the first special pattern hit / miss judgment is displayed by a combination of lighting and extinguishing of the multiple LEDs that make up the first special pattern display 41a.

[0118] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a to h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of big hits, "10R 5th big hit" and "10R 6th big hit", and a "2nd small hit" are provided as the result of the second special symbol hit / miss judgment (see Figures 6 and 8). The LEDs of the second special symbol display 41b are capable of displaying display modes according to each of these big hits and small hits.

[0119] Specifically, for example, if the result of the second special symbol hit / miss judgment is a 10R 5th jackpot, three "abd" LEDs are lit and the rest are turned off (10R 5th jackpot symbol), if the result is a 10R 6th jackpot, three "abc" LEDs are lit and the rest are turned off (10R 6th jackpot symbol), and if the result is a 2nd minor hit, four "cdeh" LEDs are lit and the rest are turned off (2nd minor hit symbol). Also, if the result of the second special symbol hit / miss judgment is a miss, two "eh" LEDs are lit and the rest are turned off (miss symbol). In this way, the combination of lighting and extinguishing of the multiple LEDs that make up the second special symbol display 41b displays the stop symbol of the second special symbol according to the result of the second special symbol hit / miss judgment.

[0120] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to those shown in this embodiment, and can be set arbitrarily.

[0121] Before the special symbol is statically displayed, the special symbol is displayed for a predetermined time. The special symbol's variable display can be, for example, a mode in which each LED lights up so that light flows repeatedly in a predetermined order, such as a clockwise or counterclockwise direction. Furthermore, the first special symbol displayed statically on the first special symbol display 41a is maintained in that static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. Similarly, the second special symbol displayed statically on the second special symbol display 41b is maintained in that static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the static display mode is maintained even after the static display time has elapsed.

[0122] In the present pachinko gaming machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been drawn, is acquired based on the ball entry (acquisition means). The various information acquired based on the ball entering the first starting hole 20 or the second starting hole 21 can be stored as special symbol reserve (also referred to as "reserved information") in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit 80 (reserved memory means). Specifically, if the ball enters the first starting hole 20, it is stored in the first special symbol reserve memory unit (not shown) as a first special symbol reserve (also referred to as "first reserved information"), and if the ball enters the second starting hole 21, it is stored in the second special symbol reserve memory unit (not shown) as a second special symbol reserve (also referred to as "second reserved information"). An upper limit is set for the number of special symbol reserves (acquired information) that can be stored in each special symbol reserve memory unit, and in this embodiment, the upper limit is "4."

[0123] Here, the "special chart reservation memory unit" is also referred to as the "acquisition information memory means" or "reservation memory means," the first special chart reservation memory unit is also referred to as the "first acquisition information memory means" or "first reservation memory means," and the second special chart reservation memory unit is also referred to as the "second acquisition information memory means" or "second reservation memory means." In addition, either or both of the first special chart reservation memory unit and the second special chart reservation memory unit are also referred to as the "special chart reservation memory unit," "acquisition information memory means," or "reservation memory means," or simply referred to as the "storage means."

[0124] The reserved special symbols stored in the reserved special symbol memory unit are consumed when the display of the special symbol variations based on the reserved special symbols begins (is executed). The consumption of reserved special symbols refers to determining the random number or the like for determining whether the special symbol corresponds to the reserved special symbol and executing the display of the special symbol variations to show the result of the determination. Therefore, in this pachinko gaming machine 1, even if the display of the special symbol variations based on the game ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately upon the ball entering, i.e., even if the display of the special symbol variations is being executed or a special game is being executed, it is possible to reserve the right to determine whether the ball is a special symbol, up to a predetermined number ("4" in this embodiment).

[0125] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display can be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display can be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is "3", the display can be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4 (maximum number)", the display can be "u▲v▲", with both LEDs turned on in green.

[0126] In addition, the second special chart reserve indicator 43b is composed of two LEDs "wx", and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0", the display mode is "w□x□" (for example, □: off, ●: red lit, ▲: green lit), in which both LEDs are turned off, and the reserve numbers "1" to "4" are also determined in the same way as the first special chart reserve indicator 43a.

[0127] The normal symbol variable display is triggered by the passage of a gaming ball through the gate 28. The normal symbol display device 42 displays the normal symbol variable for a predetermined period of time and then displays it in a stopped state, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passage of the gaming ball through the gate 28. The stopped normal symbol is a normal symbol selected from multiple types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), a normal symbol hit game (also called "auxiliary game") is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0128] As shown in Figure 4, the normal symbol display 42 is composed of two "st" LEDs, and the normal symbol can be displayed according to the result of the normal symbol hit / miss judgment depending on the lighting state of these LEDs. For example, if the judgment result is a hit, a winning normal symbol (also called a "normal winning symbol") with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a missing normal symbol (also called a "normal missing symbol") with only the "t" LED lit is displayed as "s□t■".

[0129] Before the normal symbols are displayed in a static state, the normal symbols are displayed in a static state for a predetermined time. The mode of the display is, for example, a mode in which both LEDs alternately light up and turn off. The normal symbols displayed in a static state on the normal symbol display 42 are maintained in that static display mode until the static display time has elapsed, at which point the next static display begins. If the next static display does not begin, the static display mode is maintained even after the static display time has elapsed.

[0130] The normal symbol is displayed until a predetermined display time (determined display time) has elapsed. If the displayed normal symbol is a losing normal symbol (missing mode, non-specific mode) and a reserved normal symbol (referred to as a "normal symbol reserved") is stored at the time of the display, the oldest (earliest) reserved normal symbol in the stored order is consumed after the display time has elapsed, thereby starting the variable display of the next normal symbol. If the displayed normal symbol is a losing normal symbol and no reserved normal symbol is stored at the time of the display, the normal symbol remains displayed even after the display time has elapsed. On the other hand, if the displayed normal symbol is a winning normal symbol, a normal symbol winning game is executed after the display time has elapsed, in which the variable winning device 22 (second start port 21) is opened (set to an open state).

[0131] In this embodiment, the stop display time for the normal symbol (also referred to as the "normal symbol stop time") is set to a uniform "0.5 seconds" regardless of whether it is a win or a loss. The stop display time when the stopped normal symbol is a losing normal symbol (also referred to as the "normal symbol miss stop time") may be different from the stop display time when the stopped normal symbol is a winning normal symbol (specific mode) (also referred to as the "normal symbol win stop time"). Specifically, for example, the normal symbol win stop time can be made longer than the normal symbol miss stop time, or the normal symbol miss stop time can be made longer than the normal symbol win stop time. Of course, it is also possible to make the normal symbol stop time the same for both wins and losses. The normal symbol stop time can also be changed as appropriate depending on the specifications of the gaming machine.

[0132] In this pachinko game machine 1, when a game ball passes through the gate 28, various information (also referred to as "acquired information") such as a random number for determining whether a normal symbol is a winning symbol is acquired based on that passage. This acquired information can be stored as a normal symbol reserve in a normal symbol reserve memory unit (not shown) formed in the RAM of the main control unit. An upper limit is set for the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit, and in this embodiment the upper limit value is "4".

[0133] The reserved normal symbols stored in the reserved normal symbol memory unit are consumed when the display of the variable normal symbols based on the reserved normal symbols starts (executes). The consumption of reserved normal symbols means determining the random number for determining whether the normal symbol is correct or not corresponding to the reserved normal symbol, and then executing the variable normal symbol display to show the result of the determination. Therefore, in this pachinko gaming machine 1, even if the variable normal symbol display based on the passage of the game ball through the gate 28 cannot be executed immediately at the time of the passage, that is, even if the variable normal symbol display is being executed or an auxiliary game is being executed, it is possible to reserve the right to determine whether the normal symbol is correct or not for the passage, up to a predetermined number ("4" in this embodiment).

[0134] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and the number of reserved general maps can be displayed by lighting the LEDs according to the number of reserved general maps. For example, if the reserved number is "0," the display mode is "q□r□" (e.g., □: off, ●: red light, ▲: green light), with both LEDs turned off. If the reserved number is "1," the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. The reserved numbers "2" to "4" are also determined in the same way as the first special map reserve display 43a.

[0135] As shown in FIG. 4, the round display 45 is composed of three LEDs: a 2R lamp, a 5R lamp, and a 10R lamp. In the round display 45, when a 5R jackpot occurs, for example, the 5R lamp lights up when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "2R △ 5R ▲ 10R △" (for example, △: off, ▲: on). The same applies to a 2R jackpot or a 10R jackpot, and the 2R lamp or the 10R lamp lights up when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "2R ▲ 5R △ 10R △" or "2R △ 5R △ 10R ▲" (for example, △: off, ▲: on).

[0136] [Electrical configuration of pachinko gaming machine 1] Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board (also referred to as a "main control unit" or "game control unit") 80 that controls the progress of the game and game profits, such as determining whether a special symbol has been won or not, determining whether a normal symbol has been won or not, and transitioning between game states, a sub-control board (also referred to as a "sub-control unit" or "performance control unit") 90 that controls the performance executed as the game progresses, an image control board (also referred to as an "image control unit") 100 that controls the display of the image display device 7, an audio control board 106 that controls the output of sound effects by the speaker 67, a lamp control board 107 that controls the drive of the board lamps 5 and frame lamps 66, etc., a payout control board (also referred to as a "payout control unit") 110 that controls the payout of game balls, etc.

[0137] As shown in Fig. 2, a main control board storage case that stores a main control board 80 is provided in the approximate center of the rear side (back surface side) of the pachinko gaming machine 1, an image control board storage case that stores a sound control board 106, a lamp control board 107, and an image control board 100 is provided above the main control board storage case, and a sub-control board storage case that stores a sub-control board 90 is provided above the image control board storage case. Also, a payout control board storage case that stores a payout control board 110 is provided below and to the left of the main control board storage case, and a power supply board storage case that stores a power supply board 109 is provided to the right of the payout control board storage case. The power supply board 109 supplies power (power supply means) necessary to drive (operate) the various boards provided in the pachinko gaming machine 1 and the various electrical components connected to the boards.

[0138] 5, a game control one-chip microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in accordance with a program on the main control board 80 is mounted on the main control board 80. The game control microcomputer 81 includes a ROM that stores programs and tables for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0139] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The ROM of the main control board 80 (game control microcomputer 81) stores various data necessary to control the progress of the game, such as tables used for various judgments and decisions (selections) related to the progress of the game, fluctuation patterns of special and normal symbols, and opening patterns of the second start slot 21, first large prize slot 30, and second large prize slot 35. The fluctuation pattern specifies the time required from the start to the end of the fluctuation display (fluctuation time) and the content of the effects (fluctuation effects) to be executed in accordance with the fluctuation time.

[0140] The RAM of the game control microcomputer 81 is provided with the above-mentioned special symbol reservation memory section (first special symbol reservation memory section and second special symbol reservation memory section), normal symbol reservation memory section, etc. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), a memory area is secured for use in various flags and various counting counters.

[0141] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, as shown in Fig. 5, sensors capable of detecting game balls are connected to the main control board 80, including a first start hole sensor 20a, a second start hole sensor 21a, a gate sensor 28a, a first large prize hole sensor 30a, a second large prize hole sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general prize hole sensor 27a.

[0142] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 within the second large prize opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 49a is provided in a non-specific area (not shown) within the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 but have passed through the non-specific area (i.e., game balls that have not passed through the specific area 39). The general prize opening sensors 27a are provided within each general prize opening 27 and detect game balls that have entered the general prize opening 27. Sensors that can detect these game balls are also called "ball detection sensors" or "game ball detection means," or simply "detection means."

[0143] The solenoids connected include a second start port solenoid 24, a first large prize port solenoid 33, and a second large prize port solenoid 38. The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The first large prize port solenoid 33 is for driving the opening / closing member 32 of the first large prize device 31. The second large prize port solenoid 38 is for driving the opening / closing member 37 of the second large prize device 36.

[0144] 5, a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48 are connected to a main control board 80. The display control of these main displays 40 is performed by a game control microcomputer 81.

[0145] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board (also referred to as a "launching control unit") 111. The launching device 112 includes a launching handle 60 (see FIG. 1).

[0146] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs and tables for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.

[0147] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls and loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the launch handle 60 of the launcher 112 is operated, the touch switch 114 detects the operator's (player's) contact with the launch handle 60, and the launch volume 115 detects the amount of rotation of the launch handle 60. The launch motor 113 is then controlled to launch game balls with a strength (launch intensity) corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launcher 112 can continuously launch approximately 100 game balls per minute by driving the launch motor 113.

[0148] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0149] 5, a one-chip microcomputer for effect control (also called "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a predetermined program is mounted on the sub-control board 90. The effect control microcomputer 91 includes a ROM that stores programs, tables, etc. for controlling the effects that are performed as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.

[0150] The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, and the ROM may be external. The ROM of the sub-control board 90 (performance control microcomputer 91) stores various data necessary for controlling the performance, such as tables used for various judgments and decisions (selections) related to game performance, and performance patterns such as variable performances and preview performances. In addition, memory areas are reserved at predetermined addresses in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use with various flags and various counting counters.

[0151] The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and the like. The sub-control board 90 (effect control microcomputer 91) cooperates with the image control board 100, the audio control board 106, and the lamp control board 107 depending on the game situation to cause corresponding effect devices, components, etc. (effect control means) to execute various effects such as display effects, sound effects, lamp effects (light-emitting effects), and movable effects. The sub-control board 90 (effect control microcomputer 91) functions as effect execution means (also referred to as "effect control means") that can execute various effects depending on the game situation. Note that at least one of the image control board 100, the audio control board 106, and the lamp control board 107, together with the sub-control board 90, can also be considered to function as effect execution means (effect control means).

[0152] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer (also called the ``image control microcomputer'') 101 of the image control board 100 to control the display of the image display device 7.

[0153] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores various image data such as still image data and video data to be displayed on the image display device 7, specifically, characters, items, figures, letters, numbers, symbols, etc. (including effect patterns, reserved patterns, etc.), and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the effect control microcomputer 91. Then, it executes display control based on the read image data. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control microcomputer 101 of the image control board 100.

[0154] The sub-control board 90 (performance control microcomputer 91) outputs various sounds from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The sounds output from the speaker 67 can be composed of music (BGM), voice, electronic sounds, etc., and the data for these sounds (sound data) is stored in the ROM of the sub-control board 90. Examples of sounds that the pachinko gaming machine 1 can output (sounds that can be output from the speaker 67) include performance sounds (sound effects), operation sounds, error notification sounds, warning sounds, etc.

[0155] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which case audio data may be stored in the ROM. Speaker 67 may also be connected to image control board 100, and image control microcomputer 101 may be made to perform audio control. In this case, audio data may be stored in the ROM of image control board 100.

[0156] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines the light emission pattern data (data that determines the on / off status, light emission color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0157] The sub-control board 90 (performance control microcomputer 91) operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. As mentioned above, the movable decorative member 14 (performance movable body) is a movable gimmick provided on the center decorative body 10 (behind the decorative member 13). The movable decorative member 14 is operated by an electric drive source (also called "drive means") such as a motor (not shown).

[0158] The performance control microcomputer 91 determines (selects) data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from a plurality of operation pattern data stored (memorized) in advance in the ROM of the sub-control board 90, and controls the operation (moving performance) of the movable decorative member 14 based on the determined operation pattern data. The movable decorative member 14 and the drive means for operating it constitute a movable performance device.

[0159] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to control the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0160] As shown in FIG. 5, a first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90. These detect whether the first effect button 63a or the second effect button 63b (see FIG. 1) has been operated (pushed, rotated, pulled, etc.). When the first effect button 63a or the second effect button 63b is operated, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c is also referred to as the "first operation detection means," and the second effect button detection switch 63d is also referred to as the "second operation detection means." In addition, either or both of the first effect button detection switch 63c and the second effect button detection switch 63d are also referred to as the "effect button detection switch" or "operation detection means."

[0161] [Winning summary] Next, an overview of the win of the pachinko gaming machine 1 will be explained. In this embodiment, the results of the special symbol hit / miss determination are a "big hit," a "small hit," and a "miss." As mentioned above, in the event of a "big hit," a "big hit symbol" is displayed statically in the special symbol display section, in the event of a "small hit," a "small hit symbol" is displayed statically in the special symbol display section, and in the event of a "miss," a "miss symbol" is displayed statically in the special symbol display section. In other words, depending on the result of the special symbol hit / miss determination, the special symbol (identification information) is displayed as a big hit symbol (specific mode), a small hit symbol (predetermined mode), or a miss symbol (non-specific mode).

[0162] If the special symbol hit determination determines a big hit or small hit, a "special game" is executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern corresponding to the type of special symbol stopped and displayed. The game state in which the special game is executed is also called the "special game state." The special game executed when a big hit is achieved is also called the "big hit game," and the special game executed when a small hit is achieved is also called the "small hit game." Either one or both of the big hit game and the small hit game are also called the "hit game" or the "special game." The game state in which a big hit game can be executed is also called the "big hit game state," and the game state in which a small hit game can be executed is also called the "small hit game state."

[0163] The pachinko gaming machine 1 of this embodiment is provided with multiple wins. Specifically, as shown in FIG. 6, the following jackpots are provided: "5R 1st jackpot," "5R 2nd jackpot," "5R 3rd jackpot," "2R 4th jackpot," "10R 5th jackpot," and "10R 6th jackpot." Of these jackpots, "5R 1st jackpot," "5R 2nd jackpot," "5R 3rd jackpot," and "2R 4th jackpot" are jackpots related to the first special symbol, and "10R 5th jackpot" and "10R 6th jackpot" are jackpots related to the second special symbol. In this specification, "round" may be abbreviated as "R."

[0164] The "5R first jackpot" and "10R fifth jackpot" are jackpots in which the number of times (number of rounds) the large prize opening (first large prize opening 30 or second large prize opening 35) is opened is 5 and 10, respectively, and in the first and second rounds, the second large prize opening 35 (V attacker) is opened in a manner that makes it possible (easy) for the game ball to pass (V pass) into the specific area 39. The round in which the game ball aims to pass into this specific area 39 is also called a "V round" or "chance round." In addition, "V round" and "chance round" are also called "benefit determination game."

[0165] The "5R 2nd jackpot" and "5R 3rd jackpot" are jackpots in which the large prize opening (first large prize opening 30 or second large prize opening 35) opens five times (number of rounds), and the "10R 6th jackpot" is a jackpot in which the large prize opening (first large prize opening 30 or second large prize opening 35) opens ten times (number of rounds). In both of these jackpots, the opening times of the first and second rounds, which are the aforementioned V rounds, are extremely short (open and close for just a moment), making it difficult (or impossible) for the game ball to pass through to the specific area 39. In other words, these jackpots can be said to be jackpots in which the second large prize opening 35 (V attacker) does not open in a manner that makes it easy (possible) for the game ball to pass through to the specific area 39.

[0166] The "2R 4th jackpot" is a jackpot in which the large prize opening is opened twice (number of rounds), and the second large prize opening 35 (V attacker) is opened in a manner that allows the game ball to pass through to the specific area 39 in the first and second rounds, which are V rounds. However, since the opening time of the second large prize opening 35 is 1.8 seconds even if the first and second rounds are combined, the possibility of the game ball passing through to the specific area is lower than in the 5R 1st jackpot.

[0167] In the pachinko gaming machine 1 of this embodiment, the game state after the end of a jackpot game is controlled (set) to a high-probability state, as described below, based on the passage of the game ball into the specific area 39 during the jackpot game. Therefore, if the result of the special symbol hit / miss determination is a 5R first jackpot or a 10R fifth jackpot, the first and second V rounds are executed in a manner in which the probability of the game ball passing through the specific area 39 is extremely high, so that the game ball passes through the specific area 39 during the execution of the jackpot game, and the game state after the jackpot game is set to a high-probability state. Also, if the result of the special symbol hit / miss determination is a 2R fourth jackpot, the first and second V rounds are executed in a manner in which the game ball may pass through the specific area 39, although not as likely as a 5R first jackpot or a 10R fifth jackpot. Therefore, if the game ball passes through the specific area 39 during the execution of the jackpot game, the game state after the jackpot game is set to a high-probability state.

[0168] On the other hand, if the result of the special symbol hit / miss judgment is a 5R 2nd jackpot, a 5R 3rd jackpot, or a 10R 6th jackpot, since the opening times of the V rounds in the first and second rounds are each 0.1 seconds, it becomes extremely difficult to get the game ball to enter the second large prize entry port, and the possibility of the game ball passing through the specific area 39 during the execution of the jackpot game becomes extremely low (effectively impossible). For this reason, the game state after the jackpot game is very likely to become the normal game state (low probability state) described below (it can also be said to become a low probability state).

[0169] On the other hand, a small win (first small win, second small win) is a win that opens the large prize opening (second large prize opening 35) in the same apparent opening pattern as the 2R 4th jackpot. In other words, a small win opens the second large prize opening 35 in a manner that allows the game ball to pass through to the specific area 39. However, even if a game ball passes through the specific area 39 during the execution of a small win game, the game state after the execution of the small win game remains unchanged from before the execution of the small win game. Therefore, if the game state before the execution of the small win game is the normal game state (low probability state), the game state after the execution of the small win game will also be the normal game state. From the player's perspective, the above-mentioned 2R 4th jackpot and a small win cannot be distinguished by looking at the opening pattern of the large prize opening (second large prize opening 35). In other words, it is difficult for the player to determine whether the result of the special symbol hit / miss determination is a "2R 4th jackpot" or a "small jackpot." Therefore, even if the game ball passes through the specific area 39 during a special game (jackpot game) for a 2R 4th jackpot, it is difficult to determine whether the subsequent game state has transitioned to a high-probability state. Furthermore, even if the game ball passes through the specific area 39 during a special game (small jackpot game) for a small jackpot, it is difficult to determine whether the subsequent game state will remain in a low-probability state or transition to a high-probability state. As a result, if a small jackpot or a 2R 4th jackpot occurs, the player can proceed with the game with the expectation that the state may be in a high-probability state, thereby increasing the player's interest in the game. In addition, in the case of a small jackpot, the number of times the large prize slot opens is not called the number of rounds, but simply the number of openings.

[0170] The opening pattern of the large prize opening when a winning game is executed in this pachinko gaming machine 1 is as shown in Figure 6. That is, in the case of a 5R first jackpot (when a 5R first jackpot symbol is stopped and displayed on the first special symbol display 41a), the second large prize opening 35 (V Attacker) is opened for a maximum of 28 seconds in each of the 1R to 2R rounds, and the first large prize opening 30 is opened for a maximum of 28 seconds in each of the 3R to 5R rounds. Also, in the case of a 10R fifth jackpot (when a 10R fifth jackpot symbol is stopped and displayed on the first special symbol display 41a), the second large prize opening 35 (V Attacker) is opened for a maximum of 28 seconds in each of the 1R to 2R rounds, and the first large prize opening 30 is opened for a maximum of 28 seconds in each of the 3R to 10R rounds. In these jackpots, the opening time of the second large prize opening 35 in the first and second rounds is 28 seconds each, so it is considered highly likely that the game ball will pass through the specific area 39 during that round (V round).

[0171] In the case of a 5R second jackpot (when the 5R second jackpot symbol is stopped and displayed on the first special symbol display 41a) and in the case of a 5R third jackpot (when the 5R third jackpot symbol is stopped and displayed on the first special symbol display 41a), the second large prize opening 35 is opened for a maximum of 0.1 seconds in each round from 1R to 2R, and the first large prize opening 30 is opened for a maximum of 28 seconds in each round from 3R to 5R. Also, in the case of a 10R sixth jackpot (when the 10R sixth jackpot symbol is stopped and displayed on the second special symbol display 41b), the second large prize opening 35 is opened for a maximum of 0.1 seconds in each round from 1R to 2R, and the first large prize opening 30 is opened for a maximum of 28 seconds in each round from 3R to 10R. In these jackpots, the opening time of the second large prize opening 35 (V attacker) in the first and second rounds is an extremely short time of up to 0.1 seconds each (opens and closes for an instant), so it is almost impossible for the game ball to pass through the specific area 39 during that round (during the V round).

[0172] In this embodiment, the opening patterns for the 5R 1 jackpot and the 10R 5 jackpot differ from the opening patterns for the 5R 2 jackpot, the 5R 3 jackpot, and the 10R 6 jackpot in the 1st and 2nd rounds (V rounds) in the 1st and 2nd rounds (V rounds). In the 5R 1 jackpot and the 10R 5 jackpot, the second jackpot 35 is open for 28 seconds in the 1st and 2nd rounds, respectively. Therefore, unless a ball jam or a problem with the game ball launching system occurs, the game ball will almost certainly enter the second jackpot 35 and pass through the specific area 39 with a high probability. In contrast, in the 5R 2 jackpot, the 5R 3 jackpot, and the 10R 6 jackpot, the second jackpot 35 is only open for 0.1 seconds in the 1st and 2nd rounds, respectively, making it extremely difficult for a game ball to enter the second jackpot 35. Therefore, the possibility of the game ball passing through the specific area 39 in the jackpot games of 5R 2nd jackpot, 5R 3rd jackpot and 10R 6th jackpot is significantly lower than in the 5R 1st jackpot and 10R 5th jackpot, making it virtually impossible for the game ball to pass through.

[0173] In addition, jackpots in which a V round is executed in a manner that the possibility of the game ball passing through the specific area 39 (V passing possibility) is extremely high (in this embodiment, the 5R 1st jackpot and the 10R 5th jackpot) are also called "V passing scheduled jackpots" or "certain jackpots", and jackpots in which a V round is executed in a manner that the V passing possibility is extremely low (in this embodiment, the 5R 2nd jackpot, the 5R 3rd jackpot and the 10R 6th jackpot) are also called "V non-passing scheduled jackpots" or "non-certain jackpots".

[0174] As shown in FIG. 6, in the case of a 2R 4th jackpot (when the 2R 4th jackpot symbol is stopped and displayed on the first special symbol display 41a), the second large prize opening 35 is opened for a maximum of 0.9 seconds in each round from R1 to R2. In this jackpot, the total opening time of the second large prize opening 35 in R1 and R2 is a maximum of 1.8 seconds, making it possible for a game ball to enter the second large prize opening 35 and pass through the specific area 39 during that round. In this pachinko gaming machine 1, one game ball is launched approximately every 0.6 seconds (approximately 100 balls per minute). Therefore, if the opening time of the second large prize opening 35 is 1.8 seconds, it is fully possible to aim for a game ball to enter the second large prize opening 35 and pass through the specific area 39. However, in the 2R 4th jackpot, the total opening time of the 2nd main prize slot is only 1.8 seconds, so you cannot expect as many prize balls (game profits) as in the 5R jackpot or 10R jackpot. In other words, it is a jackpot in which you cannot get many prize balls compared to other jackpots.

[0175] In addition, in the case of a first small win (when the first small win symbol is displayed on the first special symbol display 41a) and in the case of a second small win (when the second small win symbol is displayed on the second special symbol display 41b), the second large prize opening 35 is opened twice for a maximum of 0.9 seconds. In other words, the large prize opening is opened in the same opening pattern as the 2R 4th jackpot. Even in this small win, the second large prize opening 35 is open for a total of 1.8 seconds, so it is possible for a game ball to enter the second large prize opening 35 and pass through the specific area 39. However, as mentioned above, even if the ball passes through the specific area 39 during a small win game, there is no change in the game status before and after the small win game. Also, in a small win game, the total opening time of the large prize opening is short at 1.8 seconds, so as with a 2R 4th jackpot, it is not possible to expect as many prize balls. In other words, a small win offers almost no benefits to the player in terms of transitioning the game state or winning balls (only winning balls from winning the ball).

[0176] In this embodiment, the opening patterns of the second large winning port 35 include a first opening pattern in which the gaming ball can pass through (easy to pass) the specific area 39 (5R first jackpot, 10R fifth jackpot), a second opening pattern in which the gaming ball has difficulty passing through (impossible to pass) the specific area 39 (5R second jackpot, 5R third jackpot, 10R sixth jackpot), and a third opening pattern in which the gaming ball can pass through the specific area but has a lower probability of passing through than the first opening pattern (2R fourth jackpot). Also, as an opening pattern for a small win, there is a fourth opening pattern in which the gaming ball can pass through the specific area 39 but does not grant a bonus based on said passage. This fourth opening pattern may alternatively be an opening pattern in which the gaming ball cannot pass through the specific area 39.

[0177] In this embodiment, the jackpot types based on the number of rounds are three types: 2R jackpot, 5R jackpot, and 10R jackpot, but various other jackpot types can be provided, such as two types: 6R jackpot and 10R jackpot, or one type: 7R jackpot. Also, in this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this, and for example, it is possible to set the maximum number of rounds to more than 10R (for example, 15R) or fewer than 10R (for example, 9R).

[0178] When the result of the first special symbol hit determination is a hit, the allocation probability for the hit type is 40% for a 5R first hit, 20% for a 5R second hit, 30% for a 5R third hit, and 10% for a 2R fourth hit (see the "Random Number for Determining Jackpot Type" column in Figure 6). In contrast, when the result of the second special symbol hit determination is a hit, the allocation probability for the hit type is 80% for a 10R fifth hit and 20% for a 10R sixth hit (see the "Random Number for Determining Jackpot Type" column in Figure 6). These allocation probabilities represent the possibility that the game ball will pass through the specific area 39 during a hit game, i.e., the probability of a high-probability state. They also represent the probability of a high-base state in which the extension function described below will be activated.

[0179] That is, the probability of entering a high probability state (probability rate) is at least 40% if a jackpot is determined based on the ball entering the first starting hole 20 (first special symbol hit / miss judgment), and the probability is 50% if the case where the game ball passes through the specific area 39 during the jackpot game related to the 2R 4th jackpot is included. On the other hand, if a jackpot is determined based on the ball entering the second starting hole 21 (second special symbol hit / miss judgment), the probability is 80%.

[0180] In addition, regarding the probability of a high base state, if a jackpot is achieved by the first special symbol judgment in a game state (low base state) in which the extension function is not activated, the probability is 60%, and if a jackpot is achieved by the first special symbol judgment in a high base state, including a 2R 4th jackpot, the probability is 70%. On the other hand, if a jackpot is achieved by the second special symbol judgment, the probability is 100%. And if a jackpot is achieved by the second special symbol judgment, a 2R jackpot that can occur when a jackpot is achieved by the first special symbol judgment will not occur, and a 10R jackpot will always occur.

[0181] In this way, in the pachinko gaming machine 1 of this embodiment, the probability of a high probability state, a high base state, and even the possibility of winning 10R's worth of prize balls is higher when a jackpot is achieved by the second special symbol hit determination (second special symbol hit lottery) performed when a gaming ball enters the second start hole 21 than when a jackpot is achieved by the first special symbol hit determination (first special symbol hit lottery) performed when a gaming ball enters the first start hole 20. In other words, a jackpot achieved by the second special symbol hit determination is set to be more advantageous to the player than when a jackpot is achieved by the first special symbol hit determination. For this reason, displaying the second special symbol in a variable manner is more likely to be advantageous to the player than displaying the first special symbol in a variable manner. Therefore, the player plays the game in the hope of a ball entering the second start hole 21. This is particularly noticeable during operation of the extended opening function (high base state), which increases the frequency of balls entering the second starting hole 21. The distribution probability described above is an example, and can be set arbitrarily taking into consideration the gameplay, specifications, etc.

[0182] In addition, in this embodiment, since the second special symbol is superior to the first special symbol, when both the first special symbol variable display and the second special symbol variable display are executable, that is, when the first special symbol reserved and the second special symbol reserved are both "1" or more, the second special symbol variable display (consumption of the second special symbol reserved) is prioritized over the first special symbol variable display (consumption of the first special symbol reserved). As a result, in a high base state in which the frequency of balls entering the second starting hole 21 increases, the frequency of the second special symbol variable display increases, so it can be said that this is a state in which the player can advantageously proceed with the game. Nevertheless, if the first special symbol is displayed in a high base state, it will ruin the advantageous play for the player (high base state), and the display of the first special symbol may be more disadvantageous than the display of the second special symbol, so it can be said that the display of the first special symbol in a high base state is not desirable for the player.

[0183] Here, in terms of the manner in which the special symbols are stopped and displayed, the big win symbol is also called a "specific mode" or "specific display result," the small win symbol is also called a "predetermined mode" or "predetermined display result," and the losing symbol is also called a "non-specific mode" or "non-specific display result." In addition, jackpot patterns that do not trigger the setting of a high base state (for example, a 5R third jackpot pattern), jackpot patterns that trigger the execution of a jackpot game in which the possibility of setting a high probability state (the possibility of V passing) is extremely low (effectively zero) (for example, a 5R second and third jackpot pattern, a 10R sixth jackpot pattern), and even jackpot patterns that trigger the execution of a jackpot game with a relatively small number of rounds (for example, a 2R jackpot pattern), in other words, jackpot patterns that have a relatively low degree of advantage for the player, are also called "first specific mode" or "first specific display result," and a jackpot game that is executed in response to the stop display of such a jackpot pattern with a relatively low degree of advantage is also called "first special game."

[0184] In addition, compared with jackpot patterns that do not trigger the setting of a high base state, jackpot patterns (for example, 5R 1st and 2nd jackpot patterns, 10R 5th and 6th jackpot patterns) that trigger the setting of a high base state, and jackpot patterns that trigger the execution of a jackpot game with an extremely high possibility of setting a high probability state (V passing possibility) compared with jackpot games with an extremely low possibility of setting a high probability state (V passing possibility) (for example, 5R 1st jackpot pattern, 10R 5th jackpot pattern), and A jackpot pattern that triggers the execution of a jackpot game with a relatively large number of rounds compared to a jackpot pattern that triggers the execution of a jackpot game with a relatively small number of rounds (for example, a 10R jackpot pattern), in other words, a jackpot pattern that has a relatively high degree of advantage for the player, is also called a ``second specific mode'' or ``second specific display result,'' and a jackpot game that is executed in response to the stop display of such a jackpot pattern with a relatively high degree of advantage is also called a ``second special game.''

[0185] In this pachinko gaming machine 1, the determination of whether a win is a jackpot, a small win, or a miss, i.e., the determination of whether a special symbol is a hit or miss, is made based on a "random number for determining whether a special symbol is a hit or miss" (also called "information for determining whether a special symbol is a hit or miss"). Then, if the result of the special symbol hit or miss determination is a jackpot, the determination of the type of jackpot is made based on a "random number for determining the jackpot type" (also called "random number for determining the symbol" or "information for determining the symbol"). Specifically, as shown in Figure 7(A), the random number for determining whether a special symbol is a hit or miss takes a value in the range of "0 to 629", and the random number for determining the jackpot type takes a value in the range of "0 to 99".

[0186] The random numbers (acquired information) obtained based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether a special symbol has been hit or not, a random number for determining the type of jackpot, and a "variation pattern random number" (also called "variation pattern information") as shown in Figure 7(A). The variation pattern random number is a random number used to determine the variation pattern including the variation time, and takes a value in the range of "0 to 198".

[0187] The random numbers acquired based on the passage of the gate 28 include a random number for determining whether or not a normal symbol has been selected, as shown in Figure 7(B). The random number for determining whether or not a normal symbol has been selected is a random number used to determine whether or not an auxiliary game that opens the second starting gate 21 is to be played (a normal symbol lottery), and takes a value in the range of "0 to 240."

[0188] [Game Status] Next, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. The pachinko gaming machine 1 has multiple gaming states depending on the combination of the probability variation function and variation time reduction function for special symbols, the probability variation function and variation time reduction function for normal symbols, and the opening extension function for normal electric devices, which are in an activated or deactivated state. The state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variable state," and the state in which it is not activated is also called the "low probability state," "normal state," or "non-probability variable state."

[0189] In the high probability state, the probability of a special symbol being determined to be a jackpot in the hit / miss judgment is higher than in the normal state (low probability state). That is, in the normal state, the hit / miss judgment is performed using the hit judgment table for the normal state, and in the high probability state, the hit / miss judgment is performed using the hit judgment table for the high probability state, in which the value of the special symbol hit / miss judgment random number that is determined to be a jackpot is higher than in the normal state (see Figure 8(A)). In other words, when the probability fluctuation function for the special symbol is activated, the probability that the display result of the special symbol fluctuation display will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.

[0190] Additionally, the state in which the time-saving function for special symbols (first and second special symbols) is activated is referred to as the "time-saving state" or "shortened-time state," while the state in which it is not activated is referred to as the "non-time-saving state" or "normal-time state." In the time-saving state, the average value (average fluctuation time) of the special symbol fluctuation time (the time from the start of the fluctuation display to the end (determined display)) is shorter than the average value (average fluctuation time) of the special symbol fluctuation time in the non-time-saving state. That is, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is designed to select a fluctuation pattern with a shorter fluctuation time more frequently than in the non-time-saving state (see Figure 9). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for effective balls to be placed in the starting slot (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot.

[0191] The probability fluctuation function and fluctuation time reduction function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and fluctuation time reduction function for the normal symbols operate in synchronization with the fluctuation time reduction function for the special symbols. In other words, the probability fluctuation function and fluctuation time reduction function for the normal symbols operate in the time-saving mode for the special symbols and do not operate in the non-time-saving mode. Therefore, in the time-saving mode, the probability of a normal symbol win / loss determination is higher than in the non-time-saving mode. Specifically, in the time-saving mode, the normal symbol win / loss determination (normal symbol determination) is performed using a normal symbol win determination table in which the value of the normal symbol random number (win random number) determined as a win is greater than the normal symbol win determination table used in the non-time-saving mode (see Figure 8(C)).

[0192] In the time-saving state, the normal symbol fluctuation time (the time from the start of the normal symbol fluctuation display to the end (determined display)) is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time in the non-time-saving state is 30 seconds, and the normal symbol fluctuation time in the time-saving state is 1 second (see FIG. 8(D)).

[0193] In addition, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in a normal winning game (auxiliary game) is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the number of times the second start port 21 is opened in a normal winning game is greater than in the non-time-saving state. Specifically, when the result of the normal symbol hit / miss judgment in the non-time-saving state is a hit, the movable member 23 of the variable winning device 22 (second start port 21) performs a single 0.2-second opening operation, and when the result of the normal symbol hit / miss judgment in the time-saving state is a hit, the movable member 23 of the variable winning device 22 (second start port 21) performs three 2.0-second opening operations.

[0194] When the probability variation function and variation time shortening function of the normal symbol, and the opening time extension function and opening count increase function of the variable winning device 22 are activated, the second starting hole 21 is opened more frequently and the frequency with which game balls enter the second starting hole 21 increases compared to when these functions are not activated. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these functions are activated is also called the "high base state" or "high frequency state," and the state in which they are not activated is also called the "low base state."

[0195] In the high base state, the frequency with which game balls enter the second starting hole 21 increases, and accordingly, the frequency with which the variable display of the special symbol (here, the second special symbol) is executed also increases. Therefore, in the high base state, it is possible to aim for a jackpot without significantly reducing the game balls in hand (held balls).

[0196] It should be noted that the high base state (high frequency state) does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability variation function and variation time reduction function of the normal symbol, and the opening time extension function and opening count increase function of the variable winning device 22 makes it easier for the second starting hole 21 to open (higher ball entry frequency) compared to when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbol. The function that generates such a high base state is also called a "high base generation function."

[0197] As described above, in the pachinko gaming machine 1 of this embodiment, when a 5R first jackpot or a 10R fifth jackpot occurs, the game state after the jackpot game (after the special game) becomes a high probability state for the special symbol, a time-saving state for the special symbol, and a high base state when the game ball passes through the specific area 39 during the jackpot game (see FIG. 6). This game state is also referred to as a "high probability, high base state." The high probability, high base state ends when the special symbol variable display is executed a predetermined number of times (100 times in this embodiment) or when a jackpot is won and a jackpot game related to that jackpot is executed before the variable display of the special symbol is executed a predetermined number of times (transition to the jackpot game state). This high probability, high base state becomes what is known as a "probability variable state" for the player.

[0198] Furthermore, when a 5R second jackpot or a 10R sixth jackpot occurs, the game state after the jackpot game (after the special game) is a low-probability state for the special symbol because the possibility of the game ball passing through the specific area 39 during that jackpot game is extremely low. In addition, the game state is a time-saving state for the special symbol and a high base state (see FIG. 6). This game state is also called a "low-probability, high-base state." The low-probability, high-base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this embodiment), or when a jackpot is won and a jackpot game related to that jackpot is executed before the variable display of the special symbol is executed a predetermined number of times (100 times in this embodiment), and the game state ends (transition to the jackpot game state).

[0199] Although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 5R second jackpot or the 10R sixth jackpot, the game state after the jackpot game ends will be a "high probability high base state." Also, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during the jackpot game related to the 5R first jackpot or the 10R fifth jackpot, the game state after the jackpot game ends will be a "low probability high base state."

[0200] When a 5R third jackpot occurs, the game state after the jackpot game (after the special game) is a low-probability state for the special symbol because the probability of the game ball passing through the specific area 39 during that jackpot game is extremely low. In addition, the game state is a non-time-saving state for the special symbol and a low base state (see Figure 6). This game state is also called a "low-probability, low-base state." The low-probability, low-base state is the basic game state in this pachinko game machine 1, that is, the initial game state. Note that, although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 5R third jackpot, the game state after the jackpot game ends will be a "high-probability, low-base state" described below.

[0201] In the low-probability, low-base state, if a 2R fourth jackpot occurs, the game state after the jackpot game (after the special game) will be a high-probability state for the special symbol, a non-time-saving state for the special symbol, and a low-base state if the game ball passes through the specific area 39 during the jackpot game (see Figure 6). This game state is called a "high-probability, low-base state." The high-probability, low-base state ends when the special symbol variable display is executed a predetermined number of times (100 times in this embodiment), or when a jackpot occurs and the jackpot game is executed before the special symbol variable display is executed a predetermined number of times.

[0202] The high-probability, low-base state is a state in which the high-probability state is hidden, that is, a state in which it is difficult for the player to recognize that it is a high-probability state. In other words, the high-probability, low-base state is what is known as a "latent high-probability state" (also called a "non-probability notification state"). In contrast, the above-mentioned high-probability, high-base state is a state in which it is clear to the player that it is a high-probability state. In other words, the high-probability, high-base state is what is known as a "high-probability game state."

[0203] In the high base state, if a 2R fourth jackpot occurs, the game state after the jackpot game ends will be a "high probability high base state" if the game ball passes through the specific area 39 during the jackpot game (see Figure 6). In other words, the time-saving function and base state of the special symbol will be the same as the state before the jackpot game is executed.

[0204] Here, among the variable gaming states, the low-probability low base state is also referred to as the "first gaming state," and either or both of the low-probability high base state and the high-probability high base state are also referred to as the "second gaming state." Also, focusing on the probability of winning a jackpot, the low-probability state (the low-probability low base state or the low-probability high base state) can also be referred to as the "first gaming state," and the high-probability state (the high-probability low base state or the high-probability high base state) can also be referred to as the "second gaming state."

[0205] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball to the right to advance the game is advantageous. In a high-base state, the second starting hole 21 is more likely to open than in a low-base state, making it easier for the ball to enter the second starting hole 21 than the first starting hole 20 (the ball is more likely to enter the second starting hole 21 than the first starting hole 20). Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through the gate 28, which triggers the determination of whether the normal symbol is a hit or not, while also allowing the ball to enter the second starting hole 21. This allows for more start-up hits (opportunities for determining whether the special symbol is a hit or not) than a left-handed hit. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the game is in a state in which the ball should be launched toward the right playing area 3B (right-handed hit instruction notification).

[0206] In contrast, in low-base states, such as high-probability low-base states and low-probability low-base states, it is more advantageous to hit the ball from the left to enter the left play area 3A. In low-base states, the second start hole 21 is less likely to open than in high-base states, making it easier for the ball to enter the first start hole 20 than the second start hole 21 (the first start hole 20 is more likely to be entered than the second start hole 21). Therefore, in low-base states, left-handed hits are used to try to get the ball to enter the first start hole 20. This allows for more start balls (opportunities to determine whether the special symbol is selected) than right-handed hits. In this state, the launch direction indicator 47 is illuminated (displayed) in a predetermined manner, indicating that the game is in a state where the ball should be launched toward the left play area 3A (left-handed hit instruction notification).

[0207] The launch direction indicator 47 is composed of two LEDs, "yz" (see FIG. 4), and can indicate the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can indicate that the ball should be launched into the left game area 3A by displaying "y□z□" (e.g., □: off, ■: on), with both LEDs turned off. In a high base state, it can indicate that the ball should be launched into the right game area 3B by displaying "y■z■" (e.g., □: off, ■: on), with both LEDs turned on.

[0208] In this embodiment, the launch instruction notification instructing whether to launch the gaming ball toward the left gaming area 3A or the right gaming area 3B is made not only by the display mode of the LED on the launch direction indicator 47 but also by the display of a launch instruction image (not shown) on the image display device 7 (display screen 7a). Generally, it can be said that the image display device 7 (display screen 7a) is easier for a player to see and grasp (understand) the displayed content than the launch direction indicator 47. Therefore, a player generally looks at the launch instruction image displayed on the image display device 7 (display screen 7a) to determine whether to perform a "left shot" or a "right shot," that is, whether the current gaming state is a "left-shot gaming state" in which a left shot is performed or a "right-shot gaming state" in which a right shot is performed.

[0209] As described above, in the pachinko gaming machine 1 of this embodiment, if the low-probability low base state in which a small hit game or a big hit game is not being performed is used as a reference, this low-probability low base state can be regarded as a "normal game state" or "normal state", and a game in which a special symbol is variably displayed in this state (variable game) can be regarded as a "normal game". On the other hand, since the high-probability high base state and the low-probability high base state are game states that are more advantageous to the player than the low-probability low base state, when compared with the low-probability low base state, the high-probability high base state and the low-probability high base state can be regarded as a "special game state", and a game in which a special symbol is variably displayed in this state can be regarded as a "special game".

[0210] A jackpot game is a game that can be executed by displaying a variable special symbol and stopping the display of the jackpot symbol, and since a player can win a large number of prize balls by having game balls enter the large prize slots (first large prize slot 30, second large prize slot 35), a game state in which a jackpot game is played can be said to be a game state that is more advantageous to the player than a game state in which a jackpot game is not played (variable game state). For this reason, when compared to a game state in which a jackpot game is not played, a game state in which a jackpot game is played can be considered a "special game state," and a jackpot game played in that state can be considered a "special game."

[0211] Although the small win game does not have as many prize balls as the jackpot game, it is possible to win prize balls by having a game ball enter the second large prize slot 35. For this reason, it can be said that the small win game is a game state that is more advantageous to the player than a game state in which a small win game is not being played (variable game state). Therefore, when compared to a game state in which a small win game is not being played, a game state in which a small win game is being played can be considered a "special game state," and a small win game played in this state can be considered a "special game." In addition, in order to distinguish between special games as jackpot games and special games as small win games, special games as small win games can also be considered as "small profit special games."

[0212] In addition, low base states such as a low-probability low base state and a high-probability low base state are game states in which a game ball is caused to enter the left game area 3A by hitting the ball from the left as described above, and therefore the low base state can be regarded as a "left-hit game state." On the other hand, high base states such as a low-probability high base state and a high-probability high base state, and states in which a small hit game or a big hit game aiming for a game ball to enter the big prize opening are played, and therefore the high base state, small hit game state, and big hit game state can be regarded as a "right-hit game state." As mentioned above, in the high base state (right-hand play state), the second starting hole 21 is more likely to open than in the low base state (left-hand play state), making it easier for game balls to enter the second starting hole 21 than the first starting hole 20. Furthermore, the system is set up so that a player is more likely to win a jackpot based on a second special symbol being determined based on a game ball entering the second starting hole 21 than a jackpot based on a first special symbol being determined based on a game ball entering the first starting hole 20. For this reason, the left-hand play state can be considered a "normal play state," and a game in which special symbols are displayed in a variable manner in this state (variable play) can be considered a "normal play." Furthermore, the right-hand play state, which is a game state more advantageous to the player than the left-hand play state, can be considered a "special play state," and a game in which special symbols are displayed in a variable manner in this state (variable play) can be considered a "special play state." In this case, the left-hand play state is also called the "first play state," and the right-hand play state is also called the "second play state."

[0213] Furthermore, when compared with a low-probability, low-base state, the high-probability, low-base state is similar in that both are low-base states, but in the high-probability state, the probability that the result of the special symbol hit / miss judgment will be a jackpot is higher than in the low-probability state. Therefore, when compared with a low-probability, low-base state, the high-probability, low-base state, which is a game state that is more advantageous to the player than the low-probability, low-base state, can be considered a "special game state," and the game in which the special symbol is displayed in a variable manner in that state (variable game) can be considered a "special game." In this case, the low-probability, low-base state is also called the "first game state," and the high-probability, low-base state is also called the "second game state."

[0214] The main control board 80 (game control microcomputer 81) controls the setting and transition of the various game states described above. The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability variation function, functions as a probability setting means that can set the winning probability (jackpot probability) of the special symbol hit / miss determination to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time reduction function, also functions as a shortened fluctuation state setting means (time reduction state setting means) that can set a shortened fluctuation state (time reduction state) in which the fluctuation time of the special symbol is shorter than normal.

[0215] [Main control main processing] Next, the operation (control processing by the main control unit 80) of the game control microcomputer 81 (game control means) will be described with reference to Figures 10 to 38. Note that counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" ("S" in the flowchart) such as S101 means a step.

[0216] When the power supply to the pachinko gaming machine 1 is turned on and power supply to the pachinko gaming machine 1 begins, the game control microcomputer 81 reads out and executes the main control main processing program shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, the main control main processing first performs initial settings (S101). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, settings of SIO, PIO, and CTC (interrupt time controller), and resetting of various flags, statuses, and counters. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1," and the initial value of the counter is "0." The initial settings (S101) are performed only once after the power is turned on (when the power is turned on) and are not performed thereafter.

[0217] Furthermore, if a RAM clear switch (not shown) is pressed when the pachinko gaming machine 1 is powered on, i.e., if the power is turned on with the RAM clear switch pressed, the RAM (also referred to as the "predetermined storage area") of the main control board 80 is initialized and a RAM clear command is sent to the sub-control board 90. Initializing the RAM is also referred to as "RAM clear." Although not shown, a switch for turning on the power (power switch) is provided on the power supply board 109 (see FIG. 2), and the RAM clear switch is provided near the power switch. Such initialization of the RAM of the main control board 80 (RAM clear) corresponds to one aspect of "initialization processing for initializing the stored contents of the predetermined storage area," and the game control microcomputer 81 that executes the initialization (initialization processing) of the RAM of the main control board 80 corresponds to one aspect of "initialization processing execution means."

[0218] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In the normal and special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" or may be changed randomly. The updated random number counter values ​​(random number values) are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.

[0219] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. The interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).

[0220] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the dispensing control board 110, etc. A command consists of, for example, 2 bytes of information, in which case the upper byte is information related to the type of command and the lower byte is information related to the content of the command. The information contained in the commands that can be output from the main control board 80 includes, for example, information regarding the game status (also referred to as "game status information"), information regarding the result of the special pattern hit / miss judgment (also referred to as "hit / miss judgment result information"), information regarding the type of jackpot (type of jackpot pattern) (also referred to as "jackpot type information" or "jackpot pattern information"), information regarding the number of special pattern reserves stored (number of reserves) (also referred to as "storage information" or "number of reserves information"), information regarding the change pattern of special patterns (also referred to as "change pattern information"), information regarding the result of the advance judgment (reserve advance reading) (also referred to as "advance judgment result information" or "advance reading result information").

[0221] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (such as the first start hole sensor 20a, the second start hole sensor 21a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, and the general prize hole sensor 27a) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of RAM as prize ball information. Furthermore, when the first start hole sensor 20a or the second start hole sensor 21a detects a game ball, a start ball entry command corresponding to each start hole is stored in the output buffer of RAM by the start ball entry process (S205) described below. Furthermore, a detection signal from a lower tray full detection sensor (not shown) that detects whether the lower tray 62 is full is also captured and stored in the output buffer of RAM as lower tray full data.

[0222] The normal symbol / special symbol main random number update process (S203) that is carried out next is the same as the normal symbol / special symbol main random number update process (S103) that is carried out in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is carried out both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).

[0223] Following the normal and special symbol main random number update process (S203), the following processes are executed in this order: the start gate sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the specific area sensor detection process (S208), the reserved ball count process (S209), and the power interruption monitoring process (S210). Other processes necessary for game progress are executed, and the interrupt process (S105) is terminated. The main control main process (S102-S104) is then repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the re-executed interrupt process (S105), the commands and other information set in the RAM output buffer during the previous interrupt process (S105) are output.

[0224] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the gaming ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).

[0225] If the number of reserved normal symbol balls is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), "1" is added to the number of reserved normal symbol balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether the normal symbol is correct or not (label -TRND-H, see Figure 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.

[0226] In S305, it is determined whether a gaming ball has entered the second starting hole 21, i.e., whether a gaming ball has been detected by the second starting hole sensor 21a (S305). If a gaming ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. On the other hand, if a gaming ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for the special symbol 2 (the number of reserved second symbols, specifically, the value of a counter that counts the number of reserved second symbols provided in the RAM of the main control unit 80) is less than 4 (the upper limit) (S306). If the number of reserved balls for the special symbol 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls for the special symbol 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for the special symbol 2 (S307).

[0227] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the special symbol hit / miss determination random number counter (label-TRND-A) (also called "special symbol hit / miss determination random number value"), the value of the jackpot type determination random number counter (label-TRND-AS) (also called "jackpot type determination random number value"), and the value of the fluctuation pattern random number counter (label-TRND-T1) (also called "fluctuation pattern random number value") stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in Figure 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in the address space corresponding to the current number of special symbol 2 reserved balls in the second special symbol reserved memory unit. In other words, when the number of reserved balls for special chart 2 is less than 4 and the game ball enters the second starting hole 21, the condition (acquisition condition) for acquiring the special chart 2 related random number is met, and this triggers the values ​​of the special chart 2 related random numbers (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, and variable pattern random number value) to be acquired and stored as the second special chart reserved (reserved information).

[0228] Next, it is determined whether a game ball has entered the first starting hole 20, i.e., whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), this process ends without performing the processing from S310 onwards. On the other hand, if a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (the upper limit) (S310). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), this process ends without performing the processing from S311 onwards. If the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).

[0229] Next, the special chart 1 related random number acquisition process (S312) is performed. In the special chart 1 related random number acquisition process (S312), similar to the special chart 2 related random number acquisition process (S308), the value of the special pattern hit / miss determination counter (label-TRND-A) (random number value for special pattern hit / miss determination), the value of the jackpot type determination random number counter (label-TRND-AS) (random number value for jackpot type determination), and the value of the fluctuation pattern random number counter (label-TRND-T1) (fluctuation pattern random number value) stored in the update value memory area (not shown) of the RAM are acquired (that is, the values ​​of each random number shown in Figure 7 (A) are acquired), and these acquired random number values ​​are stored in the address space corresponding to the current number of special chart 1 reserved balls in the first special chart reserved memory unit. In other words, when the number of reserved balls for special chart 1 is less than 4 and the game ball enters the first starting hole 20, the condition (acquisition condition) for acquiring the special chart 1 related random number is met, and this triggers the values ​​of the special chart 1 related random numbers (random number value for determining whether the special pattern is a hit or not, random number value for determining the type of jackpot, and variable pattern random number value) to be acquired and stored as the first special chart reserved (reserved information).

[0230] The main control unit 80 (game control microcomputer 81) that executes the special chart 2 related random number acquisition process (S308) and the special chart 1 related random number acquisition process (S312) in the above-mentioned start port sensor detection process (S204) functions as an "acquisition means."

[0231] Here, among the various acquired random number values ​​(acquired information) acquired based on the entry of the game ball into the first starting port 20 or the second starting port 21, a value that is determined to be a jackpot in the special symbol hit / miss judgment is also called "specific acquired information", and a value that is not determined to be a jackpot in the special symbol hit / miss judgment (a value that is determined to be a miss or a small hit in this embodiment) is also called "non-specific acquired information". In addition, a jackpot that does not trigger the setting of a high base state (for example, a 5R third jackpot), a V non-passing scheduled jackpot with an extremely low possibility of setting a high probability state (V passing possibility) (for example, a 5R second jackpot, a 5R third jackpot, a 10R sixth jackpot), and a jackpot with a relatively small number of rounds (for example, a 2R jackpot) are also called "first specific acquired information", and are considered to be jackpots that trigger the setting of a high base state compared to jackpots that do not trigger the setting of a high base state. Values ​​that are judged to be jackpots that are relatively advantageous to the player, such as hits (e.g., 5R 1st jackpot, 5R 2nd jackpot, 10R 5th jackpot, 10R 6th jackpot), V-passing jackpots that have an extremely high probability of setting a high probability state compared to V-non-passing jackpots that have a low probability of setting a high probability state (e.g., 5R 1st jackpot, 10R 5th jackpot), and jackpots with a relatively large number of rounds compared to jackpots with a relatively small number of rounds (e.g., 10R jackpot), are also called ``second specific acquisition information.''

[0232] [Processing at the time of starting the ball] After the start gate sensor detection process (S204), the game control microcomputer 81 performs the start ball entry process (S205) shown in FIG. 13. As shown in the figure, in the start ball entry process (S205), first, it determines whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), it proceeds to the process of S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start gate sensor detection process (S204) based on the game ball entering the second start gate. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), it proceeds to the process of S319.

[0233] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) of the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved memory unit is read (S316). Next, the acquired random number value (random number value of the second special symbol reserved) related to the read second special symbol is determined (S317).

[0234] In S317, the random number value read out in S316 is used to determine whether the winning combination is a hit or not, and if the result of the determination is a hit, the type of hit is determined based on the random number value used to determine the type of hit.

[0235] The judgment of success or failure by S317 corresponds to a pre-judgment (so-called "reservation pre-reading") of the success or failure judgment of the second special chart reserved that is the subject of the judgment, made prior to the special chart 2 success or failure judgment process (S1202) described later. In other words, the result of the success or failure judgment (jackpot or miss) made when the second special chart reserved is consumed is judged (pre-read) prior to the special chart 2 success or failure judgment process (S1202) described later.

[0236] The determination of the jackpot type by S317 corresponds to a pre-determination (pre-reading of reserve) made prior to the special chart 2 hit / miss determination process (S1202) described below, in which the second special chart reserve that is the subject of the determination is a hit reserve (also referred to as a "jackpot reserve"). In other words, if the result of the hit / miss determination made when the second special chart reserve is consumed is a jackpot, the type of the jackpot is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below. Note that the determination of the jackpot type by S317 is also a determination of the jackpot symbol. In other words, the jackpot symbol that will be determined when the second special chart reserve (jackpot reserve) that will result in a jackpot is consumed is determined (pre-reading) prior to the special chart 2 hit / miss determination process (S1202) described below.

[0237] In addition, in S317, the fluctuation pattern is determined based on the fluctuation pattern random number value among the acquired random number values ​​read in S316. The determination of the fluctuation pattern by S317 corresponds to a pre-determination (reservation pre-reading) of the selection of the fluctuation pattern for the second special chart reservation that is the subject of the determination, prior to the special chart 2 fluctuation pattern selection process (S1203) described later. In other words, the fluctuation pattern to be selected (determined) when the second special chart reservation is consumed is determined (pre-read) prior to the special chart 2 fluctuation pattern selection process (S1203) described later.

[0238] The preliminary determination of whether or not a win is a hit (S317) can be made, for example, based on the hit determination table shown in FIG. 8(A). Specifically, if the game state at the time of reserved consumption is a high-probability state, a hit determination table for the high-probability state is used, and if it is a normal state (low-probability state), a hit determination table for the normal state is used. This can be done by comparing the random number value for determining whether or not a win is a special symbol read out in S316 with the random number value for determining whether or not a win is a special symbol in the hit determination table (also referred to as the "hit determination value"). In this case, if the random number value for determining whether or not a win is a special symbol read out in S316 matches the jackpot determination value (also referred to as the "jackpot determination value") among the hit determination values ​​in the hit determination table, the preliminary determination of whether or not a win is a hit is a hit. Similarly, if the random number value matches the determination value for a small hit (also referred to as the "small hit determination value"), the preliminary determination of whether or not a win is a small hit is used. On the other hand, if the random number value does not match either the jackpot determination value or the small hit determination value, the preliminary determination of whether or not a win is a miss.

[0239] The preliminary determination of the jackpot type (S317) can be performed, for example, based on the jackpot type determination table shown in Figure 8 (B). Specifically, if the special symbol reserved to be determined is the first special symbol, the jackpot type determination table for the first special symbol is used, and if the special symbol reserved is the second special symbol, the jackpot type determination table for the second special symbol is used. Based on this, the random number value for determining the jackpot type read out in S316 can be compared with the random number value for determining the jackpot type in the jackpot type determination table (also referred to as the "jackpot type determination value"). In this case, the random number value for determining the jackpot type read out in S316 matches one of the jackpot type determination values ​​in the jackpot type determination table, and the jackpot type corresponding to the matching jackpot type determination value becomes the preliminary determination result of the jackpot type.

[0240] The preliminary determination of the fluctuation pattern (S317) can be performed, for example, based on the fluctuation pattern table shown in Figure 9. Specifically, if the game state at the time of reserved consumption is a non-time-saving state, the fluctuation pattern table for the non-time-saving state is used, and if it is a time-saving state, the fluctuation pattern table for the time-saving state is used. This can be performed by comparing the fluctuation pattern random number value read out in S316 with the fluctuation pattern random number value in the fluctuation pattern table (also called "fluctuation pattern determination value") in accordance with the result of the preliminary determination of whether or not the game is a win or a loss (jackpot, small win, or loss). In this case, the fluctuation pattern random number value read out in S316 matches one of the fluctuation pattern determination values ​​in the fluctuation pattern table in accordance with the result of the preliminary determination of whether or not the game is a win or a loss (jackpot, small win, or loss). The fluctuation pattern corresponding to the matching fluctuation pattern determination value becomes the result of the preliminary determination of the fluctuation pattern.

[0241] As another pre-determination mode, for example, a fluctuation pattern information determination table capable of determining fluctuation pattern information may be provided, which includes a fluctuation pattern information determination table for a normal state (low probability state) and a fluctuation pattern information determination table for a high probability state. In the pre-determination, it is possible to select predetermined fluctuation pattern information based on the acquired random number value and the fluctuation pattern information determination table according to the game state. From this selected fluctuation pattern information, it is possible to identify whether or not a jackpot has occurred, the type of jackpot, whether a game presentation with a high jackpot reliability will be executed, and so on.

[0242] Furthermore, with regard to the pre-determination of whether or not a win has occurred, in addition to a pre-determination based on the current (at the time of starting ball entry) gaming state (probability state), it is also possible to perform a pre-determination based on a gaming state (probability state) that is controllable by this pachinko gaming machine 1 other than the current gaming state (probability state). That is, when the current gaming state is a low-probability state, a pre-determination can be performed assuming that the gaming state is a high-probability state, and when the current gaming state is a high-probability state, a pre-determination can be performed assuming that the gaming state is a low-probability state. Specifically, when the current gaming state is a normal state (low-probability state), a determination is made as to whether or not the result matches the jackpot determination value using a hit determination table for the normal state, and a determination is also made as to whether or not the result matches the jackpot determination value using a jackpot determination table for the high-probability state. On the other hand, when the current gaming state is a high-probability state, a determination is made as to whether or not the result matches the jackpot determination value using a jackpot determination table for the high-probability state, and a determination is also made as to whether or not the result matches the jackpot determination value using a jackpot determination table for the normal state. This makes it possible to make a pre-determination that anticipates this, even if the game state when the pre-determination is made is different from the game state when the determination of whether the special pattern has been won or not is made based on the obtained random number value (obtained information) that was the subject of the pre-determination (i.e., when the special pattern reservation is consumed), and the result can be reflected in the presentation (reservation advance reading presentation) based on the pre-determination result.

[0243] Next, in S318, command data including information (pre-determination information) regarding the result of the preliminary determination by S317 (pre-determination of the second special chart hold) is generated as a special chart 2 start ball entry command, and the command is set in the output buffer of RAM (S318). The special chart 2 start ball entry command includes information that can identify the result of the preliminary determination of whether or not it will be a hit (also referred to as "pre-determination result information of whether or not it will be a hit"), information that can identify the result of the preliminary determination of the jackpot type (also referred to as "pre-determination result information of the jackpot type"), and information that can identify the result of the preliminary determination of the fluctuation pattern (also referred to as "pre-determination result information of the fluctuation pattern"). Note that the special chart 2 start ball entry command may include information indicating some or all of the special chart 2 obtained random number value read in S316 as the preliminary determination result information.

[0244] By analyzing the special chart 2 start ball entry command sent from the main control unit 80 (output by the output process (S201)) by the sub-control unit 90, it becomes possible for the sub-control unit 90 to determine whether the information is related to a jackpot, what type of jackpot it is, what the fluctuation pattern is, etc. In other words, the sub-control unit 90 can execute effects based on the pre-determination result information specified by the received special chart 2 start ball entry command. This also applies when the sub-control unit 90 receives the special chart 1 start ball entry command described below. Either or both of the special chart 1 start ball entry command and the special chart 2 start ball entry command are also referred to as "start ball entry commands." As effects based on the pre-determination result information specified by the start ball entry command (also referred to as "pre-determination effects" or "pre-reading effects"), for example, effects suggesting the possibility of a jackpot (the expectation level controlled by the special game state; hereinafter, simply referred to as "expectation level"), fluctuation patterns, etc. can be executed.

[0245] Next, in S319, similar to the processing related to Special Chart 2 described above, it is determined whether the number of reserved balls for Special Chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls for Special Chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls for Special Chart 1 in S311 in the start port sensor detection processing (S204) based on the entry of a game ball into the first start port. On the other hand, if it is determined in S319 that the number of reserved balls for Special Chart 1 has not increased (NO in S319), the processing ends as is.

[0246] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.

[0247] Here, when the time-saving flag is ON, i.e., when the current game state is in a high base state, the opening extension function, which increases the frequency of balls entering the second starting hole 21, is activated, making it easier to determine whether or not the special symbol 2 is a hit (determining whether or not the second special symbol is a hit). In this embodiment, as described below, the consumption of the second special symbol reserve (displaying the variation of the second special symbol) is executed in priority to the consumption of the first special symbol reserve (displaying the variation of the first special symbol) (a so-called "special symbol 2 priority variable machine"). In this configuration, for example, if a pre-determination of the special symbol 1 is made and the result is notified to the player by a preview or other effect, and the result of the pre-determination is clearly indicated as a jackpot, the player can take advantage of the priority consumption of the second special symbol reserve (priority variation of the second special symbol) to intentionally eliminate the second special symbol reserve (set it to "0") at any time, thereby enabling technical intervention such as intentionally generating a jackpot related to the special symbol 1 indicated by the pre-determination result. In this way, it is not desirable from the viewpoint of fairness in the game that the player can adjust the timing of the jackpot. For this reason, if the current game state is not a low base state but a high base state (YES in S320), the process related to the preliminary determination of special chart 1 from S321 onwards is not performed, and this process is terminated.

[0248] The processing of S321 to S323 is the same as the processing of S316 to S318 described above, but for special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special chart reserve memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322).

[0249] In the advance judgment by S322 (advance judgment of the first special chart reserved), similar to the advance judgment by S317 (advance judgment of the second special chart reserved), advance judgment of whether it is a hit or not, advance judgment of the type of jackpot, and advance judgment of the fluctuation pattern are made. Of the advance judgments by S322, the advance judgment of whether it is a hit or not and the advance judgment of the type of jackpot are made prior to the special chart 1 hit or not judgment process (S1207) described below, and the advance judgment of the fluctuation pattern is made prior to the special chart 1 fluctuation pattern selection process (S1208) described below.

[0250] The advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 can be performed in the same manner as the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S317 described above, based on the jackpot judgment table (see FIG. 8(A)), the jackpot type judgment table (see FIG. 8(B)), and the fluctuation pattern table (see FIG. 9A, FIG. 9B). Therefore, a detailed explanation of the advance judgment of whether or not a win has occurred, the advance judgment of the jackpot type, and the advance judgment of the fluctuation pattern by S322 will be omitted.

[0251] Then, command data including information (preliminary judgment result information) regarding the result of the preliminary judgment by S322 (preliminary judgment of the first special drawing reservation) is generated as a special drawing 1 start entry command, and the command is set in the output buffer of RAM (S323). The special drawing 1 start entry command is the same as the special drawing 2 start entry command described above. Therefore, a detailed explanation of the special drawing 1 start entry command will be omitted.

[0252] The main control unit 80 (game control microcomputer 81) that executes the processes of S317 and S322 in the above-mentioned start ball entry process (S205) functions as a "determination means." In addition, the main control unit 80 (game control microcomputer 81) that executes a preliminary determination (S322) of the special chart 1 acquisition random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first determination means," and the main control unit 80 (game control microcomputer 81) that executes a preliminary determination (S317) of the special chart 2 acquisition random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second determination means."

[0253] [General Action Processing] As shown in Fig. 11, the game control microcomputer 81 performs a normal symbol operation process (S206) following a start ball entry process (S205). In the normal symbol operation process (S206), as shown in Fig. 14, the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and a normal symbol operation status "1" to "4" is assigned to each stage. If the normal symbol operation status is "1" (YES in S401), a normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), a normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), a normal symbol determination process (S406) is performed; and if it is "4" (NO in S401, S403, S405), a normal electric accessory process (S407) is performed. The default operating status is "1".

[0254] [Normal pattern standby processing] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends without performing the process from S502 onwards. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described below is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0255] Next, after performing the normal pattern random number shift process (S504) described below, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 that the normal pattern variation has started.

[0256] [Normal pattern correctness determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value (label-TRND-H) of the random number counter for normal symbol hit / miss judgment (oldest memory) stored in the lowest area of ​​the normal symbol reserve memory section (i.e., the RAM area corresponding to the first normal symbol reserve) is read (S601). Next, it is determined whether the time-shortening flag is ON (S602). As a result, if it is determined that the time-shortening flag is ON, that is, the time-shortening state is in (YES in S602), a high-probability normal symbol hit / miss judgment is made based on the table for the time-shortening state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. That is, it is determined whether the value (label-TRND-H) of the random number counter for normal symbol hit / miss judgment that has been read out matches any of the hit judgment values.

[0257] On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is in a non-time-saving state (NO in S602), a low-probability normal symbol hit determination is made based on the table for the non-time-saving state (hit determination values ​​are "0" and "1") among the normal symbol hit determination tables shown in Figure 8 (C) (S603), and the process proceeds to S605.

[0258] In S605, it is determined whether the result of the normal symbol hit / miss determination (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined that it is not a hit (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed is determined (S606), and the processing ends. On the other hand, if it is determined that it is a hit (normal symbol hit) (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed is determined (S607), the normal symbol hit flag is turned ON (S608), and the processing ends.

[0259] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is subtracted by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted by one from the current position to the side to be read (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.

[0260] [Normal pattern change processing] As shown in Figure 18, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), this processing ends without performing the processing from S802 onwards. On the other hand, if the normal pattern variation time has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processing such as stopping the normal pattern display in a display mode (winning normal pattern or losing normal pattern) according to the judgment of the normal pattern win / loss judgment (ending the normal pattern variation display) is performed (S804), and this processing ends.

[0261] [Normal pattern confirmation process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is determined whether the time-saving flag is ON, that is, whether the time-saving state is in effect (S902). As a result, if the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting port 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".

[0262] On the other hand, if the game is in a non-time-shortened state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortened state (S906). As mentioned above, the opening pattern for the non-time-shortened state is an opening pattern in which a 0.2-second opening is performed once. Corresponding to this, in S906, the opening pattern for the second starting port 21 in the non-time-shortened state is set, and the second starting port opening counter, which counts the number of times the second starting port 21 has been opened, is set to "1". Then, following the processing of S903 or S906, the normal operation status is set to "4" (S904), and this processing ends.

[0263] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting port 21 has been completed in the normal winning game that was executed as a winning.

[0264] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). As a result, if it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003), and if not (NO in S1003), this processing is terminated. On the other hand, if the time (opening timing) to open the second start port 21 has arrived (YES in S1003), the movable member 23 is operated to change from a closed state to an open state, and the second start port 21 is placed in an open state (S1004), and this processing is terminated.

[0265] In contrast, if the second start port 21 is open (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). As a result, if the time (closing timing) to close the second start port 21 has not arrived (NO in S1005), this processing is terminated without performing processing from S1006 onwards. On the other hand, if the time (closing timing) to close the second start port 21 has arrived (YES in S1005), the movable member 23 is operated to change from the open state to the closed state, and the second start port 21 is closed (S1006).

[0266] Following the closing process of the second start port 21 (S1006), the value of the second start port opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start port opening counter is "0" (S1008). As a result, if it is not "0" (NO in S1008), this process is terminated to open the second start port 21 again. On the other hand, if the value of the second start port opening counter is "0" (YES in S1008), a normal win end process is performed to end the normal win game (S1009), a normal win end flag is set (S1010), and this process is terminated. Note that the second start port opening counter becomes "0" when the second start port 21 is opened three times (opening operation of the movable member 23) during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.

[0267] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended. In this case, the normal symbol winning end flag and the normal symbol winning flag are turned OFF (S1101, S1012), the normal symbol operation status is set to "1" (S1013), and this process ends. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (S206) (see FIG. 14).

[0268] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs a normal symbol operation process (S206) followed by a special symbol operation process (S207). In the special symbol operation process (S207), as shown in Fig. 21, the process relating to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and a special symbol operation status "1" to "5" is assigned to each stage. If the special symbol operation status is "1" (YES in S1101), a special symbol standby process (S1102) is performed, if the special symbol operation status is "2" (NO in S1101, YES in S1103), a special symbol variation process (S1104) is performed, and if the special symbol operation status is "3" (NO in both S1101 and S1103, YES in S1105), a special symbol determination process ( If the special chart operation status is "4" (NO in S1101, S1103, S1105, YES in S1107), special electric accessory process 1 (S1108) is performed for a big win game, and if the special chart operation status is "5" (NO in S1101, S1103, S1105, S1107), special electric accessory process 2 (S1109) is performed for a small win game. The special chart operation status is initially set to "1".

[0269] [Special pattern standby process] As shown in FIG. 22, in the special symbol standby process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls for special symbol 2) is "0" (S1201). If the number of reserved balls for special symbol 2 is "0" (YES in S1201), that is, if there is no memory of a random number counter value (acquired random number value, acquired information) acquired based on a ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls for special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special symbol 1 is also "0" (YES in S1206), that is, if there is no memory of a random number counter value (acquired random number value, acquired information) acquired based on a ball entering the first starting port 20, it is determined whether the display screen 7a of the image display device 7 is currently being set to a standby screen (a demo performance for waiting customers is currently being performed) (S1211). As a result, if processing is in progress (YES in S1211), this processing is terminated without performing the processing of S1212, and if processing is not in progress (NO in S1211), a standby screen setting process is executed to display the standby screen (demo screen) (S1212).

[0270] In the standby screen setting process (S1212), when the number of reserved balls for special charts (number of reserved balls for special chart 1 and number of reserved balls for special chart 2) is "0" and a predetermined time (for example, 60 seconds) has elapsed in a state where variable play is not being executed, a standby screen is displayed on the display screen 7a. The state in which the standby screen is displayed, that is, the state in which the pachinko gaming machine 1 occurs (transitions) when the number of reserved balls for special charts is "0" and a state in which variable play is not being executed continues for a predetermined time (for example, 60 seconds), is also called the "standby state" or "waiting for customers state."

[0271] If S1201 determines that the number of reserved balls for special chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values ​​obtained based on balls entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 variation pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 variation start process (S1205) described below are performed in this order. Furthermore, if the number of reserved balls for special chart 2 is "0" and the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting port 21 but there is one or more memories of random number counter values ​​obtained based on a ball entering the first starting port 20, the special chart 1 pass / fail judgment process (S1207), special chart 1 variation pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 variation start process (S1210) described below are performed in this order.

[0272] In this embodiment, the display of the first special symbol variation based on the first special symbol reservation is performed only when the number of reserved balls for special symbol 2 is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the variation of the second special symbol) is executed in priority to the consumption of the first special symbol reservation (display of the variation of the first special symbol). In this embodiment, the judgment of whether or not the winning / losing is based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the winning / losing is based on the first special symbol reservation (see Figure 8 (B)).

[0273] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 23, in the special symbol 2 hit / miss determination process (S1202), first, the (oldest) special symbol hit / miss determination random number value (label-TRND-A) stored in the lowest area of ​​the second special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first second special symbol reserved) is read (S1301). Next, it is determined whether the probability variable flag is ON, i.e., whether the high probability state is present (S1302). As a result, if the high probability state is not present (NO in S1302), i.e., if the normal state is present, a hit / miss determination is made based on the hit determination table for the normal state (the jackpot determination values ​​are "3" and "397") in the hit determination table (see FIG. 8(A)) (S1303). On the other hand, if the high probability state is present (YES in S1302), a hit / miss determination is made based on the hit determination table for the high probability state in the hit determination table (see FIG. 8(A)) (S1309). In the hit determination table for high probability states, the jackpot determination values ​​are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".

[0274] If the result of the hit / miss determination (S1303, S1309) is "jackpot" (YES in S1304), the random number value for determining the hit / miss of the special symbol read out in S1301 and the random number value for determining the hit type acquired (stored) in S308 are read out, and the hit type is determined based on the hit type determination table shown in Figure 8 (B) (S1310), and the hit symbol is determined (S1311). Then, the hit flag is turned ON (S1312), and this process ends.

[0275] Here, when determining the type of jackpot, in the case of a hit / miss judgment related to the first special symbol (also called "special symbol 1 hit / miss judgment"), the jackpot type is determined using the jackpot type determination table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol (also called "special symbol 2 hit / miss judgment"), the jackpot type is determined using the jackpot type determination table for the second special symbol. In the case of a hit related to the first special symbol, the type of the jackpot is determined to be one of 5R 1st jackpot, 5R 2nd jackpot, 5R 3rd jackpot, and 2R 4th jackpot, and in the case of a hit related to the second special symbol, it is determined to be a 10R 5th jackpot or a 10R 6th jackpot (see Figure 8 (B)).

[0276] In this embodiment, a jackpot flag is provided corresponding to the jackpot type. Specifically, a long hit flag is provided which is turned on when the jackpot type is a 5R 1st jackpot, a 5R 2nd jackpot, a 5R 3rd jackpot, a 10R 5th jackpot, or a 10R 6th jackpot, and a short hit flag is provided which is turned on when the 2R 4th jackpot. Then, when a 2R 4th jackpot occurs and the short hit flag is turned on, the 2R lamp (see FIG. 4) of the round display 45 is lit up at the timing when the 2R 4th jackpot symbol is confirmed and displayed. Specifically, the display mode is as follows: "2R▲5R△10R△" (for example, ▲: lit, △: unlit). In addition, when the long hit flag is turned ON due to a 5R 1st jackpot, a 5R 2nd jackpot, a 5R 3rd jackpot, a 10R 5th jackpot, or a 10R 6th jackpot, the 5R lamp or the 10R lamp (see FIG. 4) of the round display 45 is lit up at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display will be something like "2R △ 5R ▲ 10R △" or "2R △ 5R △ 10R ▲".

[0277] On the other hand, if the result of the hit / miss determination (S1303, S1309) is not a "big hit" (NO in S1304), it is determined whether or not the result is a "small hit" (S1305). That is, it is determined whether or not the random number value for determining whether or not the special symbol is a hit / miss (Label-TRND-A) matches any of the small hit determination values ​​"101" to "105" (see FIG. 8(A)). If the result is not a "small hit" (NO in S1305), a losing symbol is determined (S1308), and this process ends. In other words, if the result of the hit / miss determination (S1303, S1309) is neither a "big hit" nor a "small hit", the result is a "miss". On the other hand, if the result of the hit / miss judgment is "small hit" (YES in S1305), the small hit symbol is determined (S1306), the small hit flag is turned ON (S1307), and this process ends. Note that the random number that determines whether or not there is a small hit may be set separately from the random number for determining whether or not there is a special symbol hit / miss.

[0278] Here, the special symbol hit determination and the jackpot type determination may be referred to as "determinations" respectively, or the jackpot determination and which jackpot symbol will be determined may be referred to as "determinations." These results may also be referred to as "determination results."

[0279] The main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1309) functions as a "special symbol 2 win / loss determination execution means." Also, the win / loss determination for the second special symbol (S1303, S1309) corresponds to a process that determines whether or not to control the gaming state of the pachinko gaming machine 1 to a jackpot gaming state (special gaming state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1309) also functions as a "special gaming determination means."

[0280] [Special Chart 2 Variation Pattern Selection Processing] As shown in FIG. 22, in the special pattern waiting process (S1102), the special pattern 2 winning / losing determination process (S1202) is followed by the special pattern 2 variation pattern selection process (S1203).

[0281] 24 and 25, in the special chart 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is not in a time-saving state (NO in S1401), that is, if it is in a non-time-saving state, it is determined whether the jackpot flag is ON or not (S1402).

[0282] In the non-time-saving state (low base state), the display of the first special symbol variation triggered by the ball entering the first starting hole 20 is mainly performed, and the display of the second special symbol variation is rarely performed. Therefore, the process related to the selection (setting) of the variation pattern of the second special symbol is rarely performed in the non-time-saving state. For example, if the second special symbol reservation is stored when the game state transitions from the time-saving state (high base state) to the non-time-saving state (low base state), the second special symbol reservation will be consumed in the non-time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the second special symbol is performed in the non-time-saving state.

[0283] If it is determined in S1402 that the jackpot flag is ON (YES in S1402), the random number value for determining whether the special pattern has been selected or not, read out in the aforementioned S1301, along with the fluctuation pattern random number value acquired (stored) in S308, and based on the random number value, a fluctuation pattern is selected by referring to the table for jackpots in non-time-saving mode (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the non-time-saving mode and jackpot) (S1403).

[0284] In this embodiment, the table for jackpots during non-time-saving mode is also divided into long and short jackpots (see Figure 9). The distinction between long and short jackpots is based on the number of rounds in the jackpot game, and in this embodiment, "5R jackpots" and "10R jackpots" are considered long jackpots, and "2R jackpots" are considered short jackpots.

[0285] The special chart 2 fluctuation pattern selection process (S1203) is a fluctuation pattern selection process for special chart 2, and the jackpot that can be won in the lottery for special chart 2 is either the "10R 5th jackpot" or the "10R 6th jackpot" (see Figure 6). In other words, the jackpot for special chart 2 is only a long jackpot (see Figure 6). Therefore, the reference point of the table for jackpots in non-time-saving mode referenced in the selection of the fluctuation pattern by S1403 is always the long jackpot, and fluctuation pattern P1 or P2 is selected. Once the fluctuation pattern is determined, the fluctuation time is also determined. Note that the table for jackpots in non-time-saving mode does not have to be divided into long jackpots and short jackpots. This also applies to the table for jackpots in time-saving mode described below.

[0286] On the other hand, if it is determined in S1402 that the big hit flag is not ON (NO in S1402), it is determined whether the small hit flag is ON (S1405). As a result, if the small hit flag is ON (YES in S1405), the random number value for determining whether or not the special pattern was hit is read out in S1301 as described above, and the fluctuation pattern random number value acquired (stored) in S308 is read out, and based on the random number value, a fluctuation pattern is selected by referring to the table for small hits in the non-time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and small hit) (S1409). In the case of a small hit (small hit fluctuation) in the non-time-saving state, fluctuation pattern P4 is always selected.

[0287] On the other hand, if the small hit flag is not ON (NO in S1405), it is neither a big hit nor a small hit, so it is a miss. In this case, in S1406, it is determined whether the reserved number of the second special pattern is "1" or "2" (S1406). The reserved number here is the number of memories including the information that determines the variable pattern by this process, so the number of reserved memories is set to any value from "1" to "4".

[0288] If it is determined in S1406 that the reserved number is "1" or "2" (YES in S1406), the random number value for determining whether the special symbol is a hit or miss read out in S1301 described above and the fluctuation pattern random number value acquired (stored) in S308 are read out, and based on the random number value, a fluctuation pattern is selected by referring to the table for the first reserved number miss in the non-time-saving state (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1, 2") (S1407). Here, one of the fluctuation patterns P5 to P8 is selected.

[0289] On the other hand, if it is determined in S1406 that the reserved number is not "1" or "2", that is, that it is "3" or "4" (NO in S1406), the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 and the fluctuation pattern random number value acquired (stored) in S308 are read out, and based on the random number value, a fluctuation pattern is selected by referring to the table for the second reserved number miss in the non-time-saving state (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3,4") (S1408). Here, one of the fluctuation patterns P9 to P12 is selected.

[0290] Here, the table for the first missed reserved number during the non-time-saving mode is set to be more likely to select a variation pattern with a relatively long variation time than the table for the second missed reserved number. Furthermore, the shortest variation time selectable on the table for the first missed reserved number during the non-time-saving mode (12,000 ms) is longer than that of the table for the second missed reserved number (4,000 ms). In other words, when a miss occurs, the shortened variation function is activated according to the number of reserved balls. When the number of reserved balls for the special pattern is "3" or "4," a variation pattern with a short variation time is more likely to be selected than when the number of reserved balls for the special pattern is "1" or "2." This makes it possible to efficiently consume the missing variation while preventing the variation display (variable game) from being interrupted.

[0291] Next, we will explain the process for selecting (determining) the special symbol 2 variation pattern in the time-saving state. That is, in the above-mentioned S1401, if it is determined that the game state is in the time-saving state (YES in S1401), it is determined whether the jackpot flag is ON (S1410 in FIG. 25). As a result, if the jackpot flag is ON (YES in S1410), the variation pattern random number value acquired (stored) in S308 is read together with the random number value for determining whether the special symbol has been selected in S1301. Based on this random number value, a variation pattern is selected by referring to the table for jackpots in the time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-saving state and the jackpot) (S1411). As mentioned above, this process is a variation pattern selection process for the special symbol 2, and the only jackpots that can be won in the special symbol 2 lottery are long jackpots (10R 5th jackpot, 10R 6th jackpot) (see FIG. 6). Therefore, in S1411, the fluctuation pattern P13 or P14 corresponding to the length per unit time is selected.

[0292] On the other hand, if it is determined in S1410 that the big hit flag is not ON (NO in S1410), it is determined whether the small hit flag is ON (S1412). As a result, if the small hit flag is ON (YES in S1412), the random number value for determining whether or not the special pattern was hit is read out in S1301 as described above, and the variable pattern random number value acquired (stored) in S308 is read out, and based on the random number value, a variable pattern is selected by referring to the table for small hits in the time-saving state (the part of the variable pattern table shown in FIG. 9 that corresponds to the time-saving state and small hit) (S1416). In the case of a small hit during the time-saving state, variable pattern P16 is always selected.

[0293] If it is determined in S1412 that the small win flag is not ON (NO in S1412), that is, if the result is a miss, it is determined whether the reserved number of the second special symbol is "1" (S1413). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4." If it is determined that the reserved number is "1" (YES in S1413), the variable pattern random number value acquired (stored) in S308 is read out together with the random number value for determining whether the special symbol is a hit or miss read out in S1301 described above, and a variable pattern is selected based on the random number value by referring to the table for the third reserved number miss during time-saving mode (the portion of the variable pattern table shown in FIG. 9 that corresponds to the non-time-saving mode, miss, and reserved ball number "1") (S1414). Here, one of the variable patterns P17 to P20 is selected.

[0294] On the other hand, in S1413, if it is determined that the reserved number is not "1", that is, the reserved number is any of "2" to "4" (NO in S1413), the random number value for determining whether the special symbol is a hit or miss read out in the above-mentioned S1301 and the fluctuation pattern random number value acquired (stored) in S308 are read out, and based on the random number value, a fluctuation pattern is selected by referring to the table for the fourth reserved number miss during the time-saving state (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4") (S1415). Here, one of the fluctuation patterns P21 to P24 is selected.

[0295] Thus, in the time-saving state fluctuation pattern table (the portion of the time-saving state in the fluctuation pattern table shown in Figure 9) the shortened fluctuation function according to the number of reserved balls at the time of a miss works when the number of reserved balls is "2" to "4". Also, when a long jackpot is won, a fluctuation pattern with a shorter fluctuation time is more likely to be selected than in the non-time-saving state. In other words, the time-saving state fluctuation pattern table is configured so that the average fluctuation time of the special symbol is shorter than in the non-time-saving state fluctuation pattern table. As a result, in the time-saving state, the speed at which the reserved special symbol is consumed is faster (the game progresses more quickly during the time-saving state) compared to the non-time-saving state (normal state).

[0296] After the variation pattern is selected as described above, other processing shown in Fig. 24 is performed (S1404), and this processing is terminated. In other processing (S1404), a variation pattern designation command (variation pattern designation command corresponding to special diagram 2) corresponding to the selected variation pattern is set in the output buffer of RAM, etc. The set variation pattern designation command is included in the variation start command described below and is sent to the sub-control board 90 by the output processing (S201).

[0297] In addition, the types and number of special pattern variation patterns (also called "special pattern variation patterns") are not limited to those shown in this embodiment (see Figure 9), and the types and number are arbitrary, such as increasing or decreasing the number of variation patterns compared to this embodiment.

[0298] [Special Figure 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for the special chart 2 is subtracted by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit (S1503), and this process is completed.

[0299] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) in the special symbol standby process (S1102) is executed as shown in Figure 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.

[0300] Also, in the special pattern waiting process (S1102) shown in Figure 22, if the number of reserved balls for special chart 2 is "0" (YES in S1201) and the number of reserved balls for special chart 1 is not "0" (NO in S1206), the special chart 1 hit / miss determination process (S1207), special chart 1 change pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 change start process (S1210) are performed in this order.

[0301] [Special Diagram 1 Correctness Judgment Processing] As shown in Fig. 27, in the special symbol 1 hit / miss judgment process (S1207), processing (S1601 to S1612) is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in Fig. 23. Therefore, detailed explanation of this process will be omitted. However, since this process is a process related to the special symbol 1, in S1601, the random number value for special symbol hit / miss judgment stored in the lowest area of ​​the first special symbol reserved memory section of the RAM (i.e., the RAM area corresponding to the first of the first special symbol reserved) is read out and processed.

[0302] The main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the first special symbol (S1603, S1609) functions as a "special symbol 1 win / loss determination execution means." Also, the win / loss determination for the first special symbol (S1603, S1609) corresponds to a process that determines whether or not to control the gaming state of the pachinko gaming machine 1 to a jackpot gaming state (special gaming state). Therefore, the main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the first special symbol (S1603, S1609) also functions as a "special gaming determination means."

[0303] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1720) is performed in the same manner as the special chart 2 variation pattern selection process (S1203) shown in Figures 24 and 25. Therefore, detailed description of this process will be omitted.

[0304] However, since the special chart 1 variation pattern selection process (S1208) is a process related to special chart 1, it differs from the above-mentioned special chart 2 variation pattern selection process (S1203) in the following respects. That is, as shown in FIG. 28, if it is determined in S1702 that the jackpot flag is ON (YES in S1703), it determines whether the type of jackpot is a long jackpot (either a 5R first jackpot, a 5R second jackpot, or a 5R third jackpot) (S1703). As a result, if it is a long jackpot (YES in S1703), the variation pattern random number value acquired (stored) in S308 is read out together with the random number value for determining whether or not the special pattern was selected in S1301, and based on that random number value, a variation pattern is selected by referring to the table for long jackpots in non-time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and long jackpot) (S1704). Here, variation pattern P1 or P2 is selected.

[0305] On the other hand, if it is determined in S1703 that it is not a long hit (NO in S1703), that is, if it is a short hit (2R 4th jackpot), the random number value for determining whether or not the special pattern was hit is read out in S1301 as described above, along with the variable pattern random number value acquired (stored) in S308, and based on the random number value, a variable pattern is selected by referring to the table for short hits in non-time-saving state (the part of the variable pattern table shown in Figure 9 that corresponds to the non-time-saving state and short hit) (S1706). Here, variable pattern P3 is selected.

[0306] Also, in S1712 (see FIG. 29) of the special pattern 1 variation pattern selection process (S1208), even if it is determined that the jackpot flag is ON (YES in S1712), it is determined whether the type of jackpot is a long jackpot (5R 1st jackpot, 5R 2nd jackpot, or 5R 3rd jackpot) (S1713). As a result, if it is a long jackpot (YES in S1713), the variation pattern random number value acquired (stored) in S308 along with the random number value for determining whether or not the special pattern was selected in S1301 is read out, and based on the random number value, a variation pattern is selected by referring to the table for long jackpots in the time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the time-saving state and long jackpot) (S1714). Here, variation pattern P13 or P14 is selected.

[0307] On the other hand, if it is determined in S1713 that it is not a long win (NO in S1713), that is, if it is a short win (2R 4th jackpot), the random number value for determining whether or not the special symbol is a hit is read out in S1301 as described above, and the fluctuation pattern random number value acquired (stored) in S308 is read out, and based on the random number value, a table for short wins in the time-saving state (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the time-saving state and short win) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1715). Here, fluctuation pattern P15 is selected.

[0308] In the special diagram 1 variation pattern selection process (S1208), after the variation pattern is selected, other processes shown in FIG. 28 are performed (S1705), and this process is terminated. In other processes (S1705), a variation pattern designation command (variation pattern designation command corresponding to special diagram 1) corresponding to the selected variation pattern is set in the output buffer of RAM. The set variation pattern designation command is included in the variation start command described below and is sent to the sub-control board 90 by the output process (S201).

[0309] In the time-saving state (high base state), the display of the second special symbol variation triggered by the ball entering the second starting hole 21 is mainly performed, and the display of the first special symbol variation is rarely performed. Therefore, the process (see FIG. 29) related to the selection (setting) of the variation pattern of the first special symbol is rarely performed in the time-saving state. For example, in the time-saving state (high base state), if the second special symbol reservation is all consumed (number of reserved balls for special symbol 2 = "0") and the first special symbol reservation is stored, the first special symbol reservation will be consumed in the time-saving state, and in this case, the process related to the selection (setting) of the variation pattern of the first special symbol is performed in the time-saving state.

[0310] [Special Figure 1: Random number shift processing] As shown in Figure 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is subtracted by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted downward by one (S1802). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process is completed.

[0311] After executing the special symbol 1 random number shift process (S1209), the special symbol 1 variation start process (S1210) is executed as shown in Figure 22. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the first special symbol is started.

[0312] [Special pattern change processing] As shown in Figure 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol, that is, the variation time determined according to the variation pattern selected in the above-mentioned S1203 or S1208 (see Figure 9), has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), this process ends without performing the processes from S1902 onwards. This allows the variable display of the special symbol to continue.

[0313] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether the value of the probability variable counter is "0" (S1905). If it is determined in S1905 that the probability variable counter is "0", the probability variable flag is turned OFF (S1906), and the process proceeds to S1907, which will be described later. The high probability state (probability variable state) ends with the processing of S1906.

[0314] When the probability variable flag is turned OFF in S1906, a state change command (game state change information) indicating that the game state will transition (change) from a high probability state (probability variable game state) to a low probability state (normal game state) is included in the fluctuation start command for starting the variable display of the next special symbol and set in the output buffer of RAM. In this embodiment, when the probability variable counter is set in the processing of S2203 described below at the end of a jackpot game, the set value (setting value) is set to "100". Therefore, after the end of the jackpot game, if the variable display of the special symbol is performed 100 times without the next jackpot occurring, the value of the probability variable counter will become "0". It is also possible to set the state change command in the output buffer of RAM as a separate command from the fluctuation start command (sent to the sub-control board).

[0315] On the other hand, if it is determined in S1903 that the probability change flag is not ON (NO in S1903), or if it is determined in S1905 that the probability change counter is not "0" (NO in S1905), the process proceeds to S1907.

[0316] In S1907, it is determined whether the time-saving flag is ON (S1907). As a result, if the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special symbol is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). As a result, if the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. Also, if the time-saving flag is not ON (NO in S1907) or if the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911 without performing the processes of S1908 and S1909.

[0317] When the time-saving flag is turned OFF in S1910, a state change command (game state change information) indicating that the game state will transition (change) from a high base state (time-saving game state) to a low base state (normal game state) is included in the change start command for starting the next special symbol change display and set in the output buffer of RAM. In this embodiment, when the time-saving counter is set at the end of a jackpot game in the processing of S2208 described below, the set value (setting value) is set to "100." Therefore, after the end of the jackpot game, if the special symbol change display is performed 100 times without the next jackpot occurring, the value of the time-saving counter becomes "0." Note that even when the game state transitions from a time-saving game state to a normal state, as described above, the state change command can be set in the output buffer of RAM (sent to the sub-control board) as a separate command from the change start command.

[0318] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing such as stopping the variable display of the special symbol is performed based on the results of the special symbol hit / miss judgment random number and the jackpot type determination random number (S1912), and this processing ends.

[0319] In addition, the main control unit 80 (game control microcomputer 81) that executes processes (S1906, S1910) such as turning off the special rate flag when the value of the special rate counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game status control means" (mode control means).

[0320] [Special design confirmation process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), a value corresponding to the number of rounds (2R, 5R, or 10R) corresponding to the type of the current jackpot (the jackpot to be started) is set to a jackpot round counter that counts the number of rounds executed during the jackpot game (S2003). Specifically, if the jackpot is a 5R first jackpot, a 5R second jackpot, or a 5R third jackpot, the value of the jackpot round counter is set to "5." If the 2R fourth jackpot is the value, the value of the jackpot round counter is set to "2." If the 10R fifth or sixth jackpot is the 10, the value of the jackpot round counter is set to "10."

[0321] Next, in S2004, the opening pattern of the jackpot opening corresponding to the current jackpot is set (S2004). Specifically, as the opening pattern of the jackpot opening (first jackpot opening 30 or second jackpot opening 35) (see FIG. 6), if the 5R 1 jackpot is a 5R 1 jackpot opening pattern, if the 5R 2 jackpot is a 5R 2 jackpot opening pattern, if the 5R 3 jackpot is a 5R 3 jackpot opening pattern, if the 2R 4 jackpot is a 2R 4 jackpot opening pattern, if the 10R 5 jackpot is a 10R 5 jackpot opening pattern, if the 10R 6 jackpot is a 10R 6 jackpot opening pattern, respectively, is set (S2004).

[0322] After completing the processing of S2004, a jackpot opening command is set to start the jackpot game (S2005). In this embodiment, six types of jackpot opening commands are provided: a first opening command corresponding to the 5R first jackpot, a second opening command corresponding to the 5R second jackpot, a third opening command corresponding to the 5R third jackpot, a fourth opening command corresponding to the 2R fourth jackpot, a fifth opening command corresponding to the 10R fifth jackpot, and a sixth opening command corresponding to the 10R sixth jackpot. In S2005, an opening command corresponding to the type of jackpot (the jackpot to be started) is set. After setting the opening command in S2005, the opening period of the jackpot game begins (S2006), and the special chart operation status is set to "4" (S2007).

[0323] On the other hand, if it is determined in S2001 that the big win flag is not ON (NO in S2001), it is determined whether the small win flag is ON (S2008). As a result, if the small win flag is ON (YES in S2008), the value of the small win opening counter, which counts the number of times the large prize opening (second large prize opening 35) has been opened during the small win game, is set to "2" (S2009). Also, in S2009, the opening pattern for the large prize opening (second large prize opening 35) is set to the opening pattern for the small win (see Figure 6) (S2009).

[0324] Next, in order to start the small win game, the opening command for the small win is set (S2010), the opening period for the small win game is started (S2011), and the special chart operation status is set to "5" (S2012).

[0325] If the small hit flag is not ON in S2008 (NO in S2008), neither the big hit game nor the small hit game will start, so the special chart operation status is set to "1" and this process ends.

[0326] Here, the main control unit 80 (game control microcomputer 81) transmits the opening command set in S2005 or S2010 to the sub-control unit 90 at a predetermined timing by output processing (S201). Then, the sub-control unit 90, which has received the opening command, performs processing to execute a predetermined game presentation based on the opening command.

[0327] The opening period is a period set before the initial opening of the jackpot opening during a jackpot game and after the variable display of special symbols (effect symbols) has been disabled, and is also referred to as the "start period." The effects executed during this "start period" are also referred to as the "start effect" or "opening effect." In this embodiment, the opening period (opening time) is determined by the type of jackpot determined and the game state when the jackpot is determined (i.e., when the jackpot symbol is displayed stationary), and the opening period can be specified by the opening command. Therefore, upon receiving the opening command, the sub-control unit 90 can perform the opening effect based on the jackpot type and opening period specified by the opening command.

[0328] In the above special pattern determination process (S1106), the game control microcomputer 81, which executes processes (S2001 to S2012) to change the game state to a special game state (a state in which a big hit game or a small hit game is executed), functions as a "game state control means."

[0329] [Special Electric Device Processing 1 (Jackpot Game)] As shown in Fig. 33, in the special electric accessory process 1 (S1108), first, it is determined whether or not the probability variable flag is ON (S2101). As a result, if the probability variable flag is ON (YES in S2101), the probability variable flag is turned OFF (S2102), and it is determined whether or not the time-saving flag is ON (S2103). On the other hand, if it is determined in S2101 that the probability variable flag is not ON (NO in S2101), it is determined whether or not the time-saving flag is ON (S2103) without performing the process of S2102.

[0330] If it is determined in S2103 that the time-saving flag is ON (YES in S2103), the time-saving flag is turned OFF (S2104) and the process proceeds to S2105. On the other hand, if it is determined that the time-saving flag is not ON (NO in S2103), the process proceeds to S2105 without performing the process of S2104.

[0331] By the processing of S2101 to S2104, during the jackpot game (special game state), it is controlled to a low probability state and a non-time shortening state. In this embodiment, since the non-time shortening state is always a low base state, during the jackpot game, it is also controlled to a low base state.

[0332] Next, in S2105, it is determined whether or not the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that the opening of all the large prize winning holes (first large prize winning hole 30 and second large prize winning hole 35) in the jackpot game has ended (the jackpot game has ended).

[0333] If it is determined in S2105 that the jackpot end flag is not ON (NO in S2105), it is determined whether the large prize opening (first large prize opening 30 or second large prize opening 35) is currently being opened (S2106). As a result, if it is not currently being opened (NO in S2106), it is determined whether the time has come to open the large prize opening (first large prize opening 30 or second large prize opening 35), i.e., whether it is the start time of a round (S2107). Here, it is determined whether the opening period for the jackpot has elapsed and it is time to start the first round, or whether the interval period between rounds has elapsed and it is time to start the next round (next opening). This determination is made based on the large prize opening opening pattern set for each jackpot type described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. If the first round has already started, the determination is made based on whether the previous round has ended and whether the predetermined interval period has ended. Note that a round during a jackpot game is also called a "round game."

[0334] If it is determined in S2107 that it is not time to start a round (NO in S2107), this process ends. On the other hand, if it is determined in S2107 that it is time to start a round (YES in S2107), it is determined whether the round to be executed (started) is the first round or the second round, that is, whether it is a V round (S2108). This determination can be made, for example, by referring to the jackpot round counter set for each type of jackpot.

[0335] In S2018, if it is determined that the round to be executed is not a V round (NO in S2108), that is, if it is the third round or later, the process proceeds to S2110 without processing S2109, and the first large prize device 31 is activated (S2110) to open the first large prize opening 30 in an opening pattern (see Figure 6) corresponding to the type of jackpot.

[0336] On the other hand, if it is determined that the round to be executed is a V round (first or second round) (YES in S2108), the V valid period setting process (S2109) is performed, and then the process proceeds to S2110, where the second large prize device 36 is activated to open the second large prize opening 35 in an opening pattern (see Figure 6) according to the type of jackpot (S2110).

[0337] Furthermore, when a major prize opening (first major prize opening 30 or second major prize opening 35) is opened, i.e., when a round starts, a round start command for the corresponding round is set. For example, a round start command that can identify the round to start is set, such as a "1R start command" for the start of the first round, or a "2R start command" for the start of the second round. The set round start command is sent to the sub-control unit 90 by the output process of S201.

[0338] In the V valid period setting process (S2109), the period during which the second large winning opening 35 is open and the period after it is closed in the V round are set as a period (corresponding to the first period) during which the detection of the game ball by the specific area sensor 39a is determined to be valid. In this embodiment, the other periods (including when a small win is being made or when a special game is not being played) are set as periods (corresponding to the second period) during which the detection of the game ball by the specific area sensor 39a is determined to be invalid.

[0339] Here, determining that the detection of the gaming ball by the specific area sensor 39a is valid means that the V flag is turned ON based on the detection of the gaming ball by the specific area sensor 39a (see S2401 to S2403 of the specific area sensor detection process described later). In contrast, determining that the detection of the gaming ball by the specific area sensor 39a is invalid means that the V flag is not turned ON even if the gaming ball is detected by the specific area sensor 39a.

[0340] In this embodiment, when the specific area sensor 39a detects a gaming ball and the V flag is turned ON, the gaming status indicator 46 is set to a predetermined display mode, indicating that the gaming status after the jackpot game has ended will be a high-probability state. Specifically, the gaming status indicator 46 is composed of three LEDs, "a1a2a3" (see FIG. 4), and in the normal state (low-probability state), the display mode is "a1□a2□a3□" (e.g., □: off, ■: on). Then, when the specific area sensor 39a detects a gaming ball during the jackpot game and the V flag is turned ON, the display mode is set to "a1■a2■a3■." Furthermore, when the jackpot game has ended and the gaming status has been set to a high-probability state, the display mode is set to "a1□a2□a3□."

[0341] The timing of the lighting control of the game status indicator 46 is not limited to such timing and can be set arbitrarily. For example, during a jackpot game, the display mode may remain "a1□a2□a3□" even if the game ball passes through a specific area, and the display mode may change to "a1■a2■a3■" when the game transitions to a high probability state after the jackpot game ends, and the display mode may change to "a1□a2□a3□" when the game transitions from the high probability state to a low probability state.

[0342] In this embodiment, the V flag is turned on only when a V passage (a game ball passing through the specific area 39) is detected during the V valid period by the specific area sensor detection process (S208) described later, and the V flag is not turned on when a V passage is detected outside the V valid period (V invalid period). When the V flag is turned on, the probability variable flag is turned on, that is, the game state after the jackpot game is set to a high probability state (see the game state setting process described later). By doing this, the V flag is not turned on based on a V passage due to fraudulent acts, that is, it is prevented from being fraudulently set to a high probability state.

[0343] Also, if there is a V pass in the V round of a jackpot game, the game state after the end of the jackpot game is set to a high probability state, while even if there is a V pass during a small jackpot game, if the game state before the small jackpot game is a normal state, the game state after the small jackpot game is also a normal state, and if the game state before the small jackpot game is a high probability state, the game state after the small jackpot game is also a high probability state. In other words, the hit / miss judgment probability is not changed before and after the small jackpot game.

[0344] In this embodiment, the V valid period setting process (S2109) sets the period (first period) during which the detection of the gaming ball by the specific area sensor 39a is determined to be valid regardless of the type of jackpot. However, in another embodiment, in the case of a V non-passing scheduled jackpot, the first period may not be set in the V round. That is, in the case of a V non-passing scheduled jackpot, the V round may be set to the second period. In a jackpot game related to a V non-passing scheduled jackpot, the opening time of the second large winning hole 35 is set to an extremely short time of 0.1 seconds, so the possibility of a gaming ball entering the second large winning hole 35 is extremely low. However, if the second period is set, the V flag will not be turned ON even if a ball does enter. This prevents the V flag from being turned ON fraudulently or from being turned ON by a rare ball entering. In addition, in this embodiment, the first and second rounds are designated as V rounds, and detection of the game ball by the specific area sensor 39a is enabled in the V rounds, but the V round is not limited to the first round or the second round, and may be any other round.

[0345] Next, if it is determined in S2106 that the major prize opening (first major prize opening 30 or second major prize opening 35) is open (YES in S2106), it is determined whether the number of balls that have entered the major prize opening in that round has reached the specified number of balls (10 per round in this embodiment) (S2111). As a result, if the specified number of balls has not been reached (NO in S2111), it is determined whether the time has come to close the major prize opening, that is, whether a specified opening time (see FIG. 6) has passed since the major prize opening was opened (S2112). Then, if the opening time of the major prize opening has not passed (NO in S2112), this process ends.

[0346] On the other hand, if the number of balls entering the jackpot opening in a round reaches the specified number of balls (YES in S2111), or if the opening time of the jackpot opening has elapsed (YES in S2112), that is, if one of the two round ending conditions is met, the jackpot opening (first jackpot opening 30 or second jackpot opening 35) is closed (S2113). Then, the value of the jackpot round counter is decremented by 1 (S2114), and it is determined whether the value of the jackpot round counter after the decrement is "0" (S2115). As a result, if the value of the jackpot round counter is not "0" (NO in S2115), the next round will start, and this process ends without processing S2116 to S2118.

[0347] When the major prize opening (first major prize opening 30 or second major prize opening 35) is closed by the processing of S2113, i.e., when the round is ended, a round end command for the corresponding round is set. For example, a round end command that can identify the round that is ending is set, such as a "1R end command" at the end of the first round, or a "2R end command" at the end of the second round. This set round end command is sent to the sub-control unit 90 by the output processing of S201.

[0348] The round end command is sent at the end of each round except the final round of the jackpot game, i.e., when it is determined in S2115 that the value of the jackpot round counter is not "0." For example, if the number of rounds of the jackpot game to be executed is a 5R jackpot game, the round end command is sent until the end of the 4R, but is not sent at the end of the 5R. This is because, at the end of the final round, an ending command set in the processing of S2116, which will be described later, is sent.

[0349] On the other hand, if it is determined in S2115 that the value of the jackpot round counter is "0" (YES in S2115), a jackpot ending command is set (S2116) as a jackpot ending process to end the jackpot game, and the jackpot ending period is started (S2117). Then, a jackpot ending flag is set (S2118), and this process ends.

[0350] If the jackpot that is executed is a long jackpot, the jackpot round counter will become "0" when the jackpot opening is performed five or ten times, and if it is a short jackpot, the jackpot round counter will become "0" when the jackpot opening is performed two times.

[0351] In S2105, if it is determined that the jackpot end flag is ON (YES in S2105), the final round has ended, so it is determined whether the jackpot ending period (the execution time of the ending presentation) has elapsed (S2119). As a result, if the ending period has not elapsed (NO in S2119), this process ends. On the other hand, if the ending period has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), and the game status setting process described below is performed (S2121). Then, the jackpot flag is turned OFF (S2122), the special symbol operation status is set to "1" (S2123), and this process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (S207). The game control microcomputer 81 that executes the special electric accessory process 1 (S1108) functions as a "special game execution means."

[0352] [Game status setting process] As shown in FIG. 34, in the game state setting process (S2121), first, it is determined whether or not the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (S208) described later. If the V flag is ON (YES in S2201), the probability variable flag is turned ON (S2202), the probability variable counter is set to "100" (S2203), the V flag is turned OFF (S2204), and the process proceeds to S2205. On the other hand, if the V flag is OFF (NO in S2201), the process proceeds to S2205 without performing the processes of S2202 to S2204. That is, in this pachinko gaming machine 1, whether or not the game state after the end of the jackpot game is set to the high probability state is determined based on whether or not the V flag is ON in this game state setting process.

[0353] Next, in S2205, it is determined whether the completed jackpot game (the jackpot game executed this time) is a long hit, that is, whether it is one of the 5R 1st to 3rd jackpots, the 10R 5th jackpot, and the 10R 6th jackpot (S2205). As a result, if the completed jackpot game is a long hit (YES in S2205), it is determined whether the long hit is a 5R 3rd jackpot (S2206). As a result, if it is a 5R 3rd jackpot (YES in S2206), the time-saving flag is not turned ON and this process is terminated. On the other hand, if it is not the third jackpot in 5R (NO in S2206), that is, if it is one of the first jackpot in 5R, the second jackpot in 5R, the fifth jackpot in 10R, or the sixth jackpot in 10R, the time-saving flag is turned ON (S2207), the time-saving counter is set to "100" (S2208), and this processing is terminated.

[0354] Here, if the current jackpot game is related to a 5R first jackpot or a 10R fifth jackpot, the game ball should have passed through specific area 39 (V passage) during the jackpot game and the V flag should have been ON (YES in S2201), so the game state after the jackpot game in this case will be a high-probability, high-base state. Also, if the current jackpot game is related to a 5R second jackpot, the V should not have been passed through during the jackpot game and the V flag should not have been ON (NO in S2201), so the game state after the jackpot game in this case will be a low-probability, high-base state. Also, if the current jackpot game is related to a 5R third jackpot (YES in S2206), the V should not have been passed through during the jackpot game and the V flag should not have been ON (NO in S2201), so the game state after the jackpot game in this case will be a low-probability, low-base state.

[0355] On the other hand, if S2205 determines that the completed jackpot game (the jackpot game executed this time) was not a long jackpot (NO in S2205), the completed jackpot game was a short jackpot, i.e., a 2R 4th jackpot. In this case, it is determined whether the game state before the start of the current jackpot game, i.e., the game state at the time of the 2R 4th jackpot, was in a time-saving state (S2209). As a result, if the time-saving state was not in effect (NO in S2209), the time-saving flag is not turned ON and the process ends. As a result, if the V flag was not turned ON during the current jackpot game (NO in S2201), the game state after the jackpot game ends will be a low-probability, low-base state. If the V flag was turned ON during the current jackpot game (YES in S2201), the game state after the jackpot game ends will be a high-probability, low-base state.

[0356] On the other hand, in S2209, if it is determined that the game state at the time of the 2R fourth jackpot was in the time-saving state (YES in S2209), the time-saving flag is turned ON (S2207), the time-saving counter is set to "100" (S2208), and this processing ends. As a result, if the V flag is not turned ON in this jackpot game (NO in S2201), the game state after the jackpot game ends will be a low-probability high-base state, and if the V flag is turned ON in this jackpot game (YES in S2201), the game state after the jackpot game ends will be a high-probability high-base state.

[0357] The game control microcomputer 81 that executes the above game state setting process (S2121) functions as a "game state control means." The game state set by the game state setting process (S2121) is a game state in which variable game play is executed, so this game state can also be regarded as a variable mode. In this case, the game control microcomputer 81 that executes the game state setting process (S2121) can also be said to function as a "mode control means." Furthermore, the game control microcomputer 81 that executes the process of turning on the variable probability flag (YES in S2201 → S2202) based on the V flag being ON (V passing) functions as a "benefit granting means."

[0358] The high-probability high base state, low-probability high base state, and high-probability low base state all end when one of the following conditions is met: the special symbol changes 100 times, or the next jackpot occurs. The reason for the process (S2209) that determines whether the game state before the start of the jackpot game for the 2R 4th jackpot is the time-saving state is to ensure that the operating states of the time-saving function and high base function before and after the jackpot game are the same as the state (conditions) when a small jackpot occurs. If these operating states were different between the 2R 4th jackpot and the small jackpot, even if it was difficult to identify which win was due to the opening pattern of the large prize opening, it would be easy to determine which win was due to the subsequent game state (the operating states of the time-saving function and high base function). This makes it difficult to distinguish between the 2R 4th big win and the small win based on the opening pattern of the big prize opening, and also makes it difficult to distinguish based on the operation status of the subsequent time-saving function and high base generation function.

[0359] [Special Electric Device Processing 2 (Small Hit Game)] As shown in Figure 35, in the special electric accessory process 2 (S1109), first, it is determined whether the small win end flag is ON (S2301). The small win end flag is a flag indicating that the opening of all second large winning ports 35 has ended in the small win game.

[0360] In S2301, if it is determined that the small win end flag is not ON (NO in S2301), it is determined whether or not the second large prize opening 35 is currently being opened (S2302). As a result, if it is not currently being opened (NO in S2302), it is determined whether or not the time (timing) to open the second large prize opening 35 has arrived, that is, whether or not it is time to open the large prize opening (S2303). Here, it is determined whether or not the opening period for the small win has elapsed and it is time to start the first opening, or whether or not the interval period between multiple openings has elapsed and it is time to start the next opening (S2303).

[0361] If it is determined in S2303 that it is not time to open the large prize opening (NO in S2303), this process ends. On the other hand, if it is determined that it is time to open the large prize opening (YES in S2303), the V invalid period setting process is performed (S2304), and the second large prize opening device 36 is activated to open the second large prize opening 35 according to the opening pattern of the small prize (see Figure 6) (S2305).

[0362] In the V invalid period setting process (S2304), the period during which the second large prize opening 35 is open and the period after the second large prize opening 35 is closed during a small win game are set as a period (second period) during which detection of a game ball by the specific area sensor 39a is determined to be invalid. In this embodiment, the period other than the period determined as the valid period in the aforementioned V valid period setting process (S2109) is set as the invalid period (second period). Therefore, in this V invalid period setting process, it is confirmed whether the valid period is not set, i.e., whether the invalid period is set. Specifically, it is confirmed whether the V timer, which measures the elapsed V valid period using a countdown method, is set to "0" (i.e., a state without a valid period). If the V timer is not "0," the V timer is set to "0." The V timer is provided, for example, in the RAM of the main control board 80. Note that the V timer may be set to "0" (i.e., a state without a valid period) without confirming whether the V timer is "0." As a result, even if there is a V passage during a small win game, if the game state before the start of the small win game is a normal state, the game state after the end of the small win game will not transition to a high probability state. In this embodiment, since the period other than the period set as the valid period in the above-mentioned V valid period setting process (S2109) is an invalid period, the processing of S2304 may be omitted.

[0363] If it is determined in S2302 that the second major prize opening 35 is currently open (YES in S2302), it is determined whether the number of balls that have entered the second major prize opening 35 during this small win game, i.e., the total number of game balls that have entered the second major prize opening 35 during the two openings of the second major prize opening 35, has reached the specified number of balls (10 in this embodiment) (S2306). As a result, if the number of balls that have entered the second major prize opening 35 has not reached the specified number of balls (NO in S2306), it is determined whether it is time to close the second major prize opening 35, i.e., whether a specified opening time (see FIG. 6) has elapsed since the second major prize opening 35 was opened (S2307). Then, if the opening time of the second major prize opening 35 has not elapsed (NO in S2307), this process ends.

[0364] On the other hand, if the number of balls entering the second large prize opening 35 in this small prize game has reached the specified number of balls (YES in S2306), the second large prize opening 35 is closed (S2314), and the process proceeds to small prize termination processing in S2311. On the other hand, if it is determined in S2307 that the opening time of the second large prize opening 35 has elapsed (YES in S2307), the second large prize opening 35 is closed (S2308). Then, the value of the small prize opening counter is decremented by 1 (S2309), and it is determined whether the value of the small prize opening counter after the decrement is "0" (S2310). As a result, if the value of the small prize opening counter is not "0" (NO in S2310), the next opening will begin, and this process is terminated.

[0365] On the other hand, if it is determined that the value of the small win opening counter is "0" (YES in S2310), the process proceeds to the small win ending process of S2311. In S2311, as the small win ending process that ends the small win game, a small win ending command is set (S2311) and the small win ending period is started (S2312). Then, the small win ending flag is set (S2313), and this process ends. The small win opening counter becomes "0" when the second large winning port 35 is opened twice.

[0366] In S2301, if it is determined that the small win end flag is ON (YES in S2301), the second large prize opening 35 has been opened twice, so it is determined whether the ending period of the small win has elapsed (S2315). As a result, if the ending period has not elapsed (NO in S2315), this process ends. On the other hand, if th...

Claims

[Claim 1] The game system is configured to be able to award a predetermined game profit to a player based on a game ball flowing down a game area provided with a plurality of ball entrances entering a predetermined ball entrance, A gaming machine configured to perform a special game in which a game ball flowing down the game area enters a starting hole, and a variable display of identification information is performed, and a special game in which a big prize opening is opened when the display result of the variable display becomes a specific display result, A first ball entrance into which game balls flowing down the game area can enter; A second ball entrance through which game balls flowing down the game area can enter, The first ball entrance and the second ball entrance are arranged side by side near the outer periphery of the game area, The first ball inlet is set so that the amount of the gaming profit that can be awarded to the player is greater than that of the second ball inlet, A sign is provided for the second ball entrance indicating that the second ball entrance is a disadvantageous ball entrance compared to the first ball entrance, The game machine further includes a second ball inlet through which game balls flowing down the game area can enter, and the amount of game profit that can be given to a player is the same as that of the second ball inlet, The sign is also provided for the second second ball entrance. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2017189497A

  • Pachinko game machine

    JP2015160042A