Gaming machine

By introducing a dynamic game state switching mechanism into the game console, the game state is adjusted according to the number of hits, which solves the shortcomings of existing game consoles in controlling favorable states and enhances the entertainment value and reward opportunities of the game.

JP2026060066APending Publication Date: 2026-04-08SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-27
Publication Date
2026-04-08

AI Technical Summary

Technical Problem

Existing game consoles still have room for improvement in controlling favorable game states to enhance player interest and gaming experience.

Method used

The game control device determines whether a hit is achieved based on predetermined conditions. If a certain number of hits are missed, the game state is controlled to an unfavorable state; otherwise, it is controlled to an advantageous state. This includes switching the game state after a special game ends.

Benefits of technology

It enhances the game's entertainment value and player experience, and by dynamically adjusting the game's state, it increases the game's appeal and reward opportunities.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide gaming machines that can enhance the enjoyment of gaming. [Solution] The game includes a game control microcomputer 101 capable of determining whether or not a win is achieved based on predetermined conditions being met. The game control microcomputer 101 enables a jackpot game if the result of the determination of whether or not a win is achieved is a win. If a control condition is met, including the fact that the number of times the result of the determination of whether or not a win is achieved in a time-saving state other than time-saving state E reaches a predetermined number of times, the game control microcomputer 101 can control the game to a time-saving state E that is more advantageous to the player than any other time-saving state after the jackpot game has ended. If the control condition is not met, the game control can control the game to a time-saving state other than time-saving state E after the jackpot game has ended.
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Description

Technical Field

[0001] The present invention relates to a gaming machine represented by a pachinko machine or the like.

Background Art

[0002] In a pachinko machine, which is one type of gaming machine, a jackpot determination is made to determine whether it is a jackpot on the condition that a game ball enters a start port. When the jackpot determination is made, a variable display of a special symbol is performed to notify the result of the jackpot determination. When the result of the special symbol variable display leads to the result that the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed (see Patent Document 1). In the gaming machine according to Patent Document 1, the variable start port that can be opened and closed may enter a short-time game state (advantageous game state) in which game balls are more likely to enter than in the non-short-time game state.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in recent years, there is still room for improvement in gaming machines that can be controlled to an advantageous game state advantageous to players as described in Patent Document 1 above in order to enhance gaming interest.

Means for Solving the Problems

[0005] The gaming machine of the present invention is in a game provided with game control means capable of executing a determination as to whether it is a hit based on the establishment of a predetermined condition, the game control means is capable of executing a special game when the result of the determination is a hit, If a control condition is met that includes the fact that the number of times the result of the judgment in the unfavorable game state results in a specific win reaches a predetermined number of times, the game can be controlled to a favorable game state that is more advantageous to the player than the unfavorable game state after the special game ends. The gaming machine is characterized in that, if the aforementioned control conditions are not met, it can be controlled to the disadvantageous game state after the special game ends. [Effects of the Invention]

[0006] According to the present invention, it is possible to enhance the enjoyment of gaming. [Brief explanation of the drawing]

[0007] [Figure 1] This is a diagram illustrating a basic embodiment, and is a front view of the gaming machine. [Figure 2] This is a front view of the game board. [Figure 3] (A) is an explanatory diagram showing the different game states, and (B) is an explanatory diagram showing the different types of jackpot games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of a supplementary game. [Figure 5] This is an explanatory diagram showing the different types of performance modes. [Figure 6] This is an explanatory diagram showing a specific example of a normal variation in the special feature variation effect. [Figure 7] This is an explanatory diagram showing a specific example of the N-reach in the special feature variation animation. [Figure 8] This is an explanatory diagram showing specific examples of SP (Special) reach animations in the special feature variation sequence. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach in the special feature variation animation. [Figure 10] This is an explanatory diagram showing a specific example of a hold animation. [Figure 11] This is an explanatory diagram showing a specific example of a movable object effect. [Figure 12] This is an explanatory diagram showing specific examples of operation and presentation. [Figure 13] It is a first block diagram of a part related to the control of a gaming machine. [Figure 14] It is a specific example of a variation pattern determination table. [Figure 15] It is a specific example of a pre-reading determination table. [Figure 16] It is a specific example of a symbol determination table. [Figure 17] It is a diagram according to the first embodiment, and is an explanatory diagram showing a specific example of display devices installed on a game board. [Figure 18] It is a second block diagram of a part related to the control of a gaming machine. [Figure 19] It is an explanatory diagram showing a specific example of information that can be stored by the main control unit. [Figure 20] It is a flowchart showing a specific example of the main control main process performed by the main control unit. [Figure 21] It is a flowchart showing a specific example of the main side timer interrupt process performed by the main control unit. [Figure 22] It is a flowchart showing a specific example of the special drawing / special electricity process of the main side timer interrupt process. [Figure 23] It is a flowchart showing a specific example of the special drawing standby process of the special drawing / special electricity process. [Figure 24] It is a flowchart showing a specific example of the special drawing variable display process of the special drawing / special electricity process. [Figure 25] It is a flowchart showing a specific example of the special drawing determination process of the special drawing / special electricity process. [Figure 26] It is a flowchart showing a specific example of the opening process of the special drawing / special electricity process. [[ID=四十二]] [Figure 27] It is a flowchart showing a specific example of the round process of the special drawing / special electricity process. [Figure 28] It is a flowchart showing a specific example of the ending process of the special drawing / special electricity process. [Figure 29] It is a flowchart showing a specific example of the display process of the main side timer interrupt process. [Figure 30]This flowchart shows a specific example of LED processing for the right-handed button press status in the display processing. [Figure 31] This flowchart shows a specific example of the status 4 processing for the right-handed shooting LED. [Figure 32] This flowchart shows a specific example of the status 1 processing for the right-handed shooting LED. [Figure 33] This flowchart shows a specific example of output processing for the main timer interrupt. [Figure 34] This flowchart shows a specific example of the sub-control main processing performed by the performance control unit. [Figure 35] This flowchart shows a specific example of the 10ms timer interrupt processing performed by the performance control unit. [Figure 36] This flowchart shows a concrete example of the received command parsing process for a 10ms timer interrupt. [Figure 37] This is an explanatory diagram showing specific examples of opening sequences. [Figure 38] This is an explanatory diagram showing a specific example of the right-hand shooting continuation animation. [Figure 39] This is an explanatory diagram showing a specific example of the left-handed confirmation animation. [Figure 40] This is an explanatory diagram showing a specific example of the right-hand shooting confirmation animation. [Figure 41] This is an explanatory diagram showing the flow from the start of the initial win to the end of the time-saving mode. [Figure 42] This is a diagram according to the second embodiment, and is a front view of the second large prize slot. [Figure 43] This is a special design judgment table. [Figure 44] This is a time chart showing the flow of a minor win game. [Figure 45] (A) is the normal symbol win determination table, (B) is the normal symbol variation pattern determination table, and (C) is the electric reel opening pattern (operation mode) determination table. [Figure 46](A) is a table for determining the special feature variation pattern in non-time-saving and slightly time-saving states, and (B) is a table for determining the special feature variation pattern in normal time-saving states 1 to 3. [Figure 47] This is a flowchart of the main control process. [Figure 48] This is a flowchart of the main timer interrupt processing. [Figure 49] This is a flowchart for special operation processing. [Figure 50] This is a flowchart for the process of determining special symbols. [Figure 51] This is a flowchart for managing the game state. [Figure 52] This is a flowchart for the special electric bonus mechanism processing 1. [Figure 53] This is a flowchart for the game state setting process. [Figure 54] This is a flowchart for the special electric bonus mechanism processing 2. [Figure 55] This is a flowchart for the special electric bonus mechanism processing 2. [Figure 56] This is a flowchart of the sub-control main processing. [Figure 57] This is a flowchart for handling a 1ms timer interrupt. [Figure 58] This is a flowchart for handling a 10ms timer interrupt. [Figure 59] This is a flowchart of the received command parsing process. [Figure 60] This is an explanatory diagram showing the game flow of a gaming machine according to the second embodiment. [Figure 61] (A) is a diagram showing the display unit for the normal performance mode, (B) is a diagram showing the display unit for the RUSH performance mode, and (C) is a diagram showing the display unit for the guaranteed win performance mode. [Figure 62] This diagram shows a specific example of the presentation when the game is controlled back to the normal time-saving state based on a special miss during the final spin of the normal time-saving state. [Figure 63]A modified example of the second embodiment is a patent designation determination table, where (A) is a patent designation 2 determination table and (B) is a patent designation 1 determination table. [Figure 64] This is a special drawing determination table according to the third embodiment. [Figure 65] This is a pattern determination table according to the fourth embodiment. [Figure 66] This is an explanatory diagram of the game state according to the fourth embodiment. [Figure 67] This is a timing chart according to the fourth embodiment, showing the case where the result of the jackpot determination in the time-saving state is a second miss. [Figure 68] This is a timing chart according to the fourth embodiment, showing the case where the result of the jackpot determination in the time-saving state is the 5th attempt, the 3rd miss. [Figure 69] This is a variation pattern determination table according to the fourth embodiment. [Figure 70] This is an explanatory diagram of the first time-saving background display effect and the first special display effect according to the fourth embodiment. [Figure 71] This is an explanatory diagram of the first time-saving background display effect and the second special display effect according to the fourth embodiment. [Figure 72] This is an explanatory diagram of the background switching effect according to the fourth embodiment. [Figure 73] This is a front view of the gaming machine according to the fifth embodiment. [Figure 74] This is a front view of the game board unit according to the fifth embodiment. [Figure 75] This is a front view showing in detail the second major prize winning device of the fifth embodiment. [Figure 76] This is a front view of the indicators of the fifth embodiment. [Figure 77] (A) is a front view of the performance unit when the on-board movable device and the on-board movable device of the fifth embodiment are in a standby state, and (B) is a front view of the performance unit when the on-board movable device and the on-board movable device of the fifth embodiment are in operation. [Figure 78] This is a block diagram showing the electrical configuration of the main control unit side of the fifth embodiment. [Figure 79]This is a block diagram showing the electrical configuration of the performance control unit side of the fifth embodiment. [Figure 80] (A) is a table showing the general diagram-related random numbers of the fifth embodiment, and (B) is a table showing the special diagram-related random numbers of the fifth embodiment. [Figure 81] (A) is the jackpot determination table of the fifth embodiment, (B) is the jackpot symbol type determination table of the fifth embodiment, (C) is the minor jackpot symbol type determination table of the fifth embodiment, and (D) is the reach determination table of the fifth embodiment. [Figure 82] This is a jackpot game control table of the fifth embodiment. [Figure 83] (A) is the normal symbol win determination table of the fifth embodiment, (B) is the normal symbol variation pattern determination table of the fifth embodiment, and (C) is the electric chute opening pattern (operation mode) determination table of the fifth embodiment. [Figure 84] (A) is the special figure variation pattern determination table (non-time-saving state) of the fifth embodiment, and (B) is the special figure variation pattern determination table (time-saving state) of the fifth embodiment. [Figure 85] This is the startup prize-winning command identification table for the fifth embodiment. [Figure 86] This is an explanatory diagram showing the flow of gameplay in the fifth embodiment. [Figure 87] This is an explanatory diagram showing a specific example of the performance mode of the fifth embodiment. [Figure 88] This is an explanatory diagram showing a specific example of a normal variation in the special feature variation effect of the fifth embodiment. [Figure 89] This is an explanatory diagram showing a specific example of the N-reach in the special feature variation effect of the fifth embodiment. [Figure 90] This is an explanatory diagram showing a specific example of an SP reach in the special feature variation effect of the fifth embodiment. [Figure 91] This is an explanatory diagram showing a specific example of the hold animation in the fifth embodiment. [Figure 92] This is an explanatory diagram showing a specific example of the movable body presentation of the fifth embodiment. [Figure 93] This is an explanatory diagram showing a specific example of the operation and presentation of the fifth embodiment. [Figure 94] This is an explanatory diagram showing a specific example of the time-saving performance mode of the fifth embodiment. [Figure 95] This is an explanatory diagram showing a specific example of a special symbol variation effect in the time-saving effect mode of the fifth embodiment. [Figure 96] This is a flowchart of the main control process in the fifth embodiment. [Figure 97] This is a flowchart of the power-on processing in the fifth embodiment. [Figure 98] This is a flowchart of the main-side timer interrupt processing in the fifth embodiment. [Figure 99] This is a flowchart of the sensor detection process in the fifth embodiment. [Figure 100] This is a flowchart of the gate passage process in the fifth embodiment. [Figure 101] This is a flowchart of the normal operation process of the fifth embodiment. [Figure 102] This is a flowchart of the special operation processing in the fifth embodiment. [Figure 103] This is a flowchart of the special symbol waiting process in the fifth embodiment. [Figure 104] This is a flowchart of the jackpot determination process in the fifth embodiment. [Figure 105] This is a flowchart of the variation pattern determination process in the fifth embodiment. [Figure 106] This is a flowchart of the variation pattern determination process in the fifth embodiment. [Figure 107] This is a flowchart of the special symbol variation processing in the fifth embodiment. [Figure 108] This is a flowchart of the special symbol determination process in the fifth embodiment. [Figure 109] This is a flowchart of the game state management process in the fifth embodiment. [Figure 110] This is a flowchart of the special electric mechanism processing 1 of the fifth embodiment. [Figure 111] This is a flowchart of the game state setting process in the fifth embodiment. [Figure 112]This is a flowchart of the special electric mechanism processing 2 of the fifth embodiment. [Figure 113] This is a flowchart of the special electric mechanism processing 2 of the fifth embodiment. [Figure 114] This is a flowchart of the distribution member control process in the fifth embodiment. [Figure 115] This is a flowchart of the specific area sensor detection process in the fifth embodiment. [Figure 116] This is a flowchart of the power outage monitoring process in the fifth embodiment. [Figure 117] This is a flowchart of the sub-control main processing in the fifth embodiment. [Figure 118] This is a flowchart of the receive interrupt processing in the fifth embodiment. [Figure 119] This is a flowchart of the 1m timer interrupt processing in the fifth embodiment. [Figure 120] This is a flowchart of the 10m timer interrupt processing in the fifth embodiment. [Figure 121] (A) is the jackpot determination table for Modified Example 1 of the fifth embodiment, (B) is the jackpot symbol type determination table for Modified Example 1 of the fifth embodiment, (C) is the minor jackpot symbol type determination table for Modified Example 1 of the fifth embodiment, and (D) is the reach determination table for Modified Example 1 of the fifth embodiment. [Figure 122] This is the jackpot game control table for the modified example 1 of the fifth embodiment. [Figure 123] This is an explanatory diagram showing the gameplay flow of the fifth embodiment, modified example 1. [Figure 124] This is an explanatory diagram showing a specific example of a special symbol variation effect in the time-saving effect mode of the fifth embodiment modification example 1. [Figure 125] This is a flowchart of the game state setting process for the modified example 1 of the fifth embodiment. [Figure 126] (A) is the jackpot determination table for the modified example 2 of the fifth embodiment, (B) is the jackpot symbol type determination table for the modified example 2 of the fifth embodiment, (C) is the minor jackpot symbol type determination table for the modified example 2 of the fifth embodiment, and (D) is the reach determination table for the modified example 2 of the fifth embodiment. [Figure 127] This is the jackpot game control table for the 2nd modified embodiment of the 5th model. [Figure 128] This is an explanatory diagram showing the gameplay flow of the modified example 2 of the fifth embodiment. [Figure 129] This is an explanatory diagram showing a specific example of the switching of the time-saving performance mode in the modified example 2 of the fifth embodiment. [Figure 130] This is an explanatory diagram showing a specific example of the switching of the time-saving performance mode in the modified example 2 of the fifth embodiment. [Figure 131] This is a flowchart of the special symbol determination process in the modified example 2 of the fifth embodiment. [Figure 132] This is a flowchart of the game state setting process in the modified example 2 of the fifth embodiment. [Figure 133] This is a flowchart of the special electric device processing 2 in the modified example 2 of the fifth embodiment. [Figure 134] (A) is the jackpot determination table of the sixth embodiment, (B) is the jackpot symbol type determination table of the sixth embodiment, (C) is the minor jackpot symbol type determination table of the sixth embodiment, and (D) is the reach determination table of the sixth embodiment. [Figure 135] This is a jackpot game control table of the sixth embodiment. [Figure 136] (A) is the normal symbol win determination table of the sixth embodiment, (B) is the normal symbol variation pattern determination table of the sixth embodiment, and (C) is the electric tuner opening pattern (operation mode) determination table of the sixth embodiment. [Figure 137] This is an explanatory diagram showing the flow of gameplay in the sixth embodiment. [Figure 138] This is an explanatory diagram showing a specific example of the switching of the time-saving performance mode in the sixth embodiment. [Figure 139] This is a flowchart of the game state setting process in the sixth embodiment. [Figure 140](A) is the jackpot determination table for Modified Example 1 of the 6th embodiment, (B) is the jackpot symbol type determination table for Modified Example 1 of the 6th embodiment, (C) is the minor jackpot symbol type determination table for Modified Example 1 of the 6th embodiment, and (D) is the reach determination table for Modified Example 1 of the 6th embodiment. [Figure 141] This is the jackpot game control table for the modified example 1 of the sixth embodiment. [Figure 142] (A) is the normal symbol hit determination table for the modified example 1 of the sixth embodiment, (B) is the normal symbol variation pattern determination table for the modified example 1 of the sixth embodiment, and (C) is the electric tuner opening pattern (operation mode) determination table for the modified example 1 of the sixth embodiment. [Figure 143] This is an explanatory diagram showing the gameplay flow of the modified example 1 of the sixth embodiment. [Figure 144] This is an explanatory diagram showing a specific example of the switching of the performance mode in the modified example 1 of the sixth embodiment. [Figure 145] This is an explanatory diagram showing a specific example of the switching of the performance mode in the modified example 1 of the sixth embodiment. [Figure 146] This is an explanatory diagram showing a specific example of the switching of the performance mode in the modified example 1 of the sixth embodiment. [Figure 147] This is a flowchart of the special symbol determination process in the modified example 1 of the sixth embodiment. [Figure 148] This is a flowchart of the game state setting process for the modified example 1 of the sixth embodiment. [Figure 149] This is an explanatory diagram showing the gameplay flow of the modified example 2 of the sixth embodiment. [Figure 150] This is an explanatory diagram showing a specific example of the switching of the performance mode in the modified example 2 of the sixth embodiment. [Figure 151] This is an explanatory diagram showing a specific example of the switching of the performance mode in the modified example 2 of the sixth embodiment. [Figure 152] This is an explanatory diagram showing the gameplay flow of the modified example 3 of the sixth embodiment. [Figure 153] This is an explanatory diagram showing a specific example of the switching of the performance mode in the modified example 3 of the sixth embodiment. [Modes for carrying out the invention]

[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of the description, symbols or reference numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or reference numerals may be omitted or abbreviated. Furthermore, if there is an arbitrary flowchart described later, in that flowchart, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as there is no inconsistency in the processing content.

[0009] <Basic Implementation> Later, various embodiments of the gaming machine of the present invention will be described, but first, the basic embodiment that forms the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko gaming machine PY1). Also, "front" refers to the direction from the pachinko gaming machine PY1 towards the player facing the pachinko gaming machine PY1, and "rear" refers to the direction from the player facing the pachinko gaming machine PY1 towards the pachinko gaming machine PY1.

[0010] 1. Structure of a gaming machine First, the structure of the pachinko game machine PY1 will be explained using Figure 1. Figure 1 is a front view of the pachinko game machine PY1.

[0011] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached to the outer frame 22 so as to be able to open and close. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be able to open and close. The front frame 23m also comprises a transparent plate 23t, which allows the game board 1 to be viewed from the front (player side) through the transparent plate 23t.

[0012] The front door 23 is also equipped with an upper tray 34 for storing game balls and a handle 72k for launching game balls onto the game board 1. The upper tray 34 is located at the bottom of the front door 23 and stores the game balls that are supplied to the handle 72k. The handle 72k is located at the lower right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.

[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined manner. The speaker 52 is installed on the upper left and upper right of the front door 23 and outputs, for example, background music (BGM) or sound effects. The frame lamp 53 is installed on the left and right sides of the front door 23 around the transparent plate 23t and is composed of, for example, multiple LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 1. Note that the movement of the frame movable body 58k may be other than up and down movement.

[0014] Furthermore, the front door 23 is equipped with a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are composed of, for example, a button with a pressable surface, a lever with a gripping part, etc. The normal button 40 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. On the other hand, the special button 41 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. Note that the normal button 40 or the special button 41 may be configured to operate in a predetermined operating pattern (for example, rotation, protrusion, etc.), or may be composed of a directional pad or a touch panel, etc.

[0015] 2. Structure of the game board Next, the structure of the game board 1, which is attached to the game board mounting frame 2A, will be explained using Figure 2. Figure 2 is a front view of the game board 1.

[0016] The game board 1 includes a game area 6 through which game balls launched by the operation of the handle 72k can flow (fall). The game area 6 is equipped with game pins (not shown) that change the direction of the flow of the game balls, as well as prize-winning devices through which game balls can enter (enter or pass). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large prize-winning opening 14, and a second large prize-winning opening 15. Each prize-winning device is equipped with a detection sensor that detects the entry or passage of a game ball.

[0017] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first starting opening 11, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 3) as prize balls into the upper tray 34. Also, when a game ball enters the first starting opening 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first starting opening 11 is always configured to ensure that it is easy for game balls to enter it.

[0018] The second start port 12 is installed below the first start port 11 in the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start port 12, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 1) as prize balls into the upper tray 34. Also, when a game ball enters the second start port 12, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, just as when a game ball enters the first start port 11. Unlike the first start port 11, the second start port 12 is equipped with an openable / closable opening / closing member 12k and an open / close solenoid (not shown). The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby creating a closed state (closed) in which game balls cannot enter or enter the second starting port 12, or an open state (opened) in which game balls enter the second starting port 12 more easily than in the closed state. The prize-winning device, including the second starting port 12 and the opening / closing member 12k, is called an electric chuute.

[0019] Gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination as described later. However, even if a game ball passes through gate 13, the pachinko game machine PY1 does not pay out any prize balls to the upper tray 34.

[0020] The first large prize slot 14 is installed in the lower right of the game area 6 so that game balls can enter it. When a game ball enters the first large prize slot 14, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The first large prize slot 14 is equipped with an openable and closable first open / closed door 14k and an open / closed solenoid (not shown). The pachinko game machine PY1 uses the open / closed solenoid to open and close the first open / closed door 14k, thereby setting the first large prize slot 14 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.

[0021] The second large prize opening 15 is installed in the lower right of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The second large prize opening 15 is equipped with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting the second large prize opening 15 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.

[0022] The general prize slots 10 are installed in the lower left and lower right sections of the game area 6 so that game balls can enter them. When a game ball enters the general prize slot 10, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 5 balls) as prize balls into the upper tray 34.

[0023] Furthermore, an outlet 19 is installed at the bottom of the game area 6, and game balls that do not enter any of the general prize entry 10, the first start 11, the second start 12, the first major prize entry 14, and the second major prize entry 15 are discharged from the pachinko game machine PY1 via the outlet 19.

[0024] The game board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, a right-hitting lamp 54a capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a, which is composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The right-hitting lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The words "Right-hitting" are drawn near the right-hitting lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 2. Furthermore, the movement of the movable body 55k on the board does not have to be vertical.

[0025] Furthermore, the game board 1 is equipped with indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed in the lower left of the game board 1 and consist of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display (fluctuating display) and stop display of special symbols, variable display (fluctuating display) and stop display of normal symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved normal symbols, current game status, right-hand play status, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.

[0026] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko game machine PY1. The Pachinko game machine PY1 can perform special symbol games and regular symbol games using game balls launched by operating the handle 72k.

[0027] 3-1. Special Picture Game When a game ball enters the first starting port 11 or the second starting port 12 of the pachinko game machine PY1, it acquires the right to receive a jackpot judgment and performs a jackpot judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special symbols according to the result of the jackpot judgment. The manner of the variable display of the special symbols (also called the "variable display time") differs depending on the type of variation pattern, which will be described later.

[0028] The right to receive a jackpot determination is, for example, a random number, and the pachinko game machine PY1 makes a jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is a jackpot win; if a minor win game is played, it is a minor win; and if neither a jackpot game nor a minor win game is played, it is a loss. The jackpot game and minor win game may be referred to as special games.

[0029] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol (also called special symbol 1). The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).

[0030] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol (also called special symbol 2). The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in the following manners: a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).

[0031] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.

[0032] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.

[0033] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.

[0034] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.

[0035] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).

[0036] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 displays a variable diagram according to the result of the win determination.

[0037] The win / loss determination determines whether or not to perform the auxiliary game; if the auxiliary game is performed, it is considered a win, and if the auxiliary game is not performed, it is considered a loss.

[0038] The pachinko game machine PY1 performs a win determination when a game ball enters gate 13, and then displays a variable normal display. The variable normal display is a display in which multiple LEDs in the upper right part of the display unit 8 flash. After a predetermined time has elapsed since the start of the variable normal display, the pachinko game machine PY1 performs a stop normal display in a manner that indicates the result of the win determination. There are two manners for the stop normal display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).

[0039] Furthermore, when a game ball enters gate 13 during the variable display of the regular diagram, the pachinko game machine PY1 stores the acquired right to receive a win judgment as a regular diagram reserve. The pachinko game machine PY1 can store up to a predetermined number (for example, 2) of regular diagram reserves. After the regular diagram stops, the pachinko game machine PY1 performs a win judgment for the regular diagram reserve.

[0040] The pachinko game machine PY1 notifies the player of the number of reserved symbols when it has them stored. The number of reserved symbols is indicated by the lighting of multiple LEDs in the lower right of the display unit 8. For example, when the number of reserved symbols is "1", only one LED lights up, and when the number of reserved symbols is "2", only two LEDs light up.

[0041] The pachinko game machine PY1 stops the display in a manner indicating a winning combination, and then performs an auxiliary game. The auxiliary game, which will be described in detail later, is a game in which the second starting port 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second starting port 12 gives the player an opportunity to win prize balls (an opportunity to win prize balls, an opportunity to acquire the right to receive a jackpot judgment).

[0042] 4. Game status Next, the game states of the pachinko game machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 3(A), the pachinko game machine PY1 can take on one or more of the following four game states, excluding the jackpot game state in which a jackpot game is played: "low probability low base game state" (also called "normal game state"), "low probability high base game state" (also called "time-saving game state"), "high probability low base game state" (also called "hidden probability game state"), and "high probability high base game state" (also called "probability variation game state"). Furthermore, the low probability low base game state may be abbreviated as the low probability low base state, the low probability high base game state as the low probability high base state, the high probability low base game state as the high probability low base state, the high probability high base game state as the high probability high base state, the normal game state as the normal state, the time-saving game state as the time-saving state, the hidden probability game state as the hidden probability state, and the probability variation game state as the probability variation state. In addition, the low base state may also be called the non-time-saving state, and the low probability state may also be called the normal probability state.

[0043] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located on the back of the front door 23.

[0044] The "low probability, high base game state" is a game state that can occur after a jackpot game state and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes a jackpot game occurring and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times).

[0045] Furthermore, the "low probability high base game state" can also be entered when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific number of misses when all jackpot determinations (e.g., 900 times) are misses, and a specific percentage (e.g., 1 / 200) of misses among the jackpot determination misses. Pachinko machine PY1 enters the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss ends (after the special symbol stops). In this case, the "low probability high base game state" also continues until the predetermined time-saving termination conditions are met, similar to when the "low probability high base game state" is entered after a jackpot game state.

[0046] The "high probability low base game state" is a game state that can occur after a jackpot game state and continues until a predetermined latent probability termination condition is met. The predetermined latent probability termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times). In addition, the "high probability low base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.

[0047] The "high probability high base game state" is a game state that can be entered after a jackpot game state, and continues until a predetermined probability variation termination condition is met. The predetermined probability variation termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 100 times). In addition, the "high probability high base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.

[0048] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "low probability high base game state" in terms of the probability of winning a jackpot.

[0049] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states where game balls do not enter or are difficult to enter the second starting port 12 (for example, a state where a win is not or is difficult to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states where game balls are easy to enter the second starting port 12 (for example, a state where a win is easy to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively long). Therefore, with respect to the second starting port 12 (with respect to the ease of game balls entering the second starting port 12), the "low probability high base game state" and the "high probability high base game state" can be said to be more advantageous game states for the player than the "low probability low base game state" and the "high probability low base game state".

[0050] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, in the "low probability low base game state" and the "high probability low base game state," it can be said that the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, in the "low probability high base game state" and the "high probability high base game state," it can be said that the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.

[0051] Furthermore, in the non-time-saving state, players shoot game balls towards the left side of the game area 6 in order to aim for the first start opening 11 located in the center of the game area 6. Therefore, the "low probability low base game state" and the "high probability low base game state" can also be described as left-handed shooting states. In addition, in the time-saving state, players shoot game balls towards the right side of the game area 6 in order to aim for the second start opening 12 located in the right side of the game area 6. Therefore, the "low probability high base game state" and the "high probability high base game state" can also be described as right-handed shooting states.

[0052] Furthermore, the Pachinko game machine PY1 allows the probability of winning a jackpot in the normal probability state and the high probability state to be changed by operating a setting change switch (not shown) located on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched between three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1", when the setting change switch is in the middle position, it is called "Setting 2", and when the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the probability of winning a jackpot in the normal probability state is the first probability (for example, 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (for example, 1 / 30). In "Setting 2", the probability of winning a jackpot in the normal probability state is the third probability (for example, 1 / 280), which is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (for example, 1 / 28), which is higher than the second probability. Furthermore, "Setting 3" is a fifth probability (e.g., 1 / 260) in the normal probability state, which is higher than the third probability, and a sixth probability (e.g., 1 / 26) in the high probability state, which is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate, within the range where "Setting 1" < "Setting 2" < "Setting 3" increases in that order.

[0053] 5. Jackpot game Next, the jackpot games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing one or more of the following four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".

[0054] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.

[0055] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.

[0056] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.

[0057] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.

[0058] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).

[0059] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.

[0060] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.

[0061] Furthermore, the jackpot state can also be described as a right-handed shooting state, as the player shoots the game ball towards the right side of the game area 6 in order to aim for the first or second large prize pocket 14 or second large prize pocket 15 located on the right side of the game area 6.

[0062] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.

[0063] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.

[0064] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.

[0065] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.

[0066] 7. Auxiliary games Next, the auxiliary gameplay performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary gameplay as a game distinct from the jackpot game and the minor jackpot game. Unlike the jackpot game and the minor jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when the auxiliary game is performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.

[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.

[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).

[0069] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.

[0070] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from the speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").

[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.

[0072] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.

[0073] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.

[0074] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."

[0075] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110 indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."

[0076] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".

[0077] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time-saving performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.

[0078] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using the effect symbols is executed in parallel with the variable display of the special symbol. The effect symbols consist of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, as shown in Figure 6(A).

[0079] In the Pachinko game machine PY1, during the special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 are displayed on the background (normal background image G102, probability variation background image G103, time reduction background image G104). The "↓" in the diagram indicates that the performance symbols are currently being displayed in a variation state. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, number symbols from "1" to "9". During the variation display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 change in conjunction with the start of the variable display of the special symbol, and stop in conjunction with the stop display of the special symbol. The result of the jackpot determination is then suggested by the manner in which the performance symbols EZ1, EZ2, and EZ3 are displayed when the special symbol stops.

[0080] 8-2-1. Normal fluctuations The Pachinko game machine PY1 can perform a normal spin first in its special symbol variation sequence. The normal spin is a sequence in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, and it functions as a sequence that indicates that the variable display of the special symbols has begun.

[0081] In the normal spinning of the pachinko game machine PY1, as shown in Figure 6(B), the display of the performance symbols EZ1, EZ2, and EZ3 begins. If the pachinko game machine PY1 does not generate a reach after the normal spinning and the result is a miss, as shown in Figure 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different ways, and then the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a way that suggests a miss (a so-called scattered pattern), as shown in 6(D). The patterns that suggest a miss are patterns where the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, if the pachinko game machine PY1 generates a reach after the normal spinning, as shown in Figure 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same way (a so-called reach pattern) to establish a reach. The stopping order of the EZ1, EZ2, and EZ3 symbols can be changed as needed.

[0082] 8-2-2.N reach The Pachinko game machine PY1 allows for an N-reach to occur after a reach has been achieved. An N-reach is a reach animation in which, for example, the fluctuation speed of the middle display symbol EZ2 gradually slows down, and it functions as an animation that suggests the possibility of a jackpot occurring.

[0083] In the Pachinko game machine PY1, during an N-Reach, the fluctuation speed of the middle display symbol EZ2 is gradually reduced, as shown in Figure 7(A). If the N-Reach is a miss, the Pachinko game machine PY1 stops the middle display symbol EZ2, as shown in Figure 7(B), and displays the display symbols EZ1, EZ2, and EZ3 in a manner that suggests a miss (a so-called miss pattern). The manner that suggests a miss is such as "7-6-7" or "5-3-5", where the left and right display symbols are the same and the middle symbol is different from the left and right display symbols. On the other hand, if the Pachinko game machine PY1 develops into an SP-Reach after the N-Reach, the middle display symbol EZ2 is not stopped. The content of the N-Reach display can be changed as appropriate.

[0084] 8-2-3.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a reach animation that displays, for example, a battle between the main character and an enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.

[0085] In the pachinko game machine PY1, during an SP reach, as shown in Figure 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is a text image, for example, "Defeat Enemy A!". Subsequently, as shown in Figure 8(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the main character and enemy character battling on the display unit 50a. When the battle reaches its final stage, if the pachinko game machine PY1 is to achieve a jackpot in the SP reach, as shown in Figure 8(C-1), it displays the main character celebrating his victory in the battle, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). Furthermore, if the Pachinko machine PY1 results in a loss during an SP reach, it displays an image of the enemy character celebrating a victory in battle, as shown in Figure 8(C-2), and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a loss. On the other hand, if the Pachinko machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle symbol EZ2. The content of the SP reach's presentation can be changed as appropriate.

[0086] 8-2-4.SPSP Reach The Pachinko machine PY1 allows for an SPSP reach after an SP reach. An SPSP reach is a reach animation that displays, for example, a battle between the main character and a powerful enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.

[0087] In the SPSP Reach, the pachinko game machine PY1 displays an SPSP title image G2 on the display unit 50a, as shown in Figure 9(A), to indicate the start of the SPSP Reach. The SPSP title image G2 is, for example, a text image that reads "Defeat Enemy B!". Subsequently, as shown in Figure 9(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, and displays a video of the main character and the strong enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SPSP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 9(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). On the other hand, when the Pachinko game machine PY1 is about to lose in an SPSP reach, as shown in Figure 9(C-2), it displays a scene of a strong enemy character celebrating a victory in battle to indicate a loss, and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a reach loss. The content of the SPSP reach can be changed as appropriate.

[0088] Here, we will explain the probability (also called "jackpot expectation") of the symbols EZ1, EZ2, and EZ3 stopping in a manner that indicates a jackpot. The jackpot expectation is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of an N-reach is set to 10% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, then if the execution probability of an SP-reach is set to 4% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, the jackpot expectation for the SP-reach can be made higher than the jackpot expectation for the N-reach.

[0089] Furthermore, for example, if the execution probability of an SP Reach is set to 4% when the jackpot judgment result is a miss, and 100% when the jackpot judgment result is a win, then setting the execution probability of an SPSP Reach to 2% when the jackpot judgment result is a miss, while setting it to 100% when the jackpot judgment result is a win, makes the expected probability of a jackpot for an SPSP Reach higher than the expected probability of a jackpot for an SP Reach. In this way, by pre-setting the execution probability of each playable animation according to the jackpot judgment result, the expected probability of a jackpot for that animation can be determined.

[0090] 8-3. Hold icon and the corresponding icon The pachinko game machine PY1 can display the reserve icon HA on the display unit 50a while storing either the special symbol 1 reserve or the special symbol 2 reserve. The reserve icon HA is, for example, an icon image of a circle. The pachinko game machine PY1 can also display the same icon TA on the display unit 50a while the special symbol is being displayed in a variable manner. The icon TA is, for example, the same icon image of a circle as the reserve icon HA.

[0091] A hold icon display area 50d is provided at the bottom of the display unit 50a. As shown in Figure 10(A), the hold icon display area 50d consists of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays the hold icon HA in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold symbols for Special Feature 1 or Special Feature 2. For example, if the number of hold symbols for Special Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold symbols for Special Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The hold icon display area 50d may display both the number of hold symbols for Special Feature 1 and Special Feature 2, or it may display only one of them. Furthermore, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.

[0092] Furthermore, an icon display area 50e is provided below the display unit 50a, near the hold icon display area 50d. As shown in Figure 10(A), the icon display area 50e consists of a single display area. When the pachinko game machine PY1 starts the variable display of the special symbols, it displays the icon TA, which is the same as or different from the hold icon HA, in the icon display area 50e. However, considering the gameplay of the pachinko game machine PY1, the icon TA may not be displayed.

[0093] 8-3-1.Holding performance The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation is, for example, an animation in which the hold icon HA is displayed in the hold icon display area 50d, and functions as an animation to inform the player of the number of special symbol 1 hold or special symbol 2 hold.

[0094] In the pachinko game machine PY1, when the variable display of the special symbol is not active and the number of reserved special symbol 1 balls is "0", if a game ball enters the first start opening 11, the icon TA is displayed in the icon display area 50e as shown in Figure 10(B). Also, in the pachinko game machine PY1, for example, if two game balls enter the first start opening 11 while the variable display of the special symbol is active, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Figure 10(C), informing the player that the number of reserved special symbol 1 balls is "2". Furthermore, when the pachinko game machine PY1 is displaying the reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, and starts a variable display of a new special symbol, as shown in Figure 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, informing the player that the number of reserved special symbols 1 is "1".

[0095] 8-4. Preview Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game occurring.

[0096] 8-4-1.Movable object production The Pachinko game machine PY1 can perform a movable body effect using either the on-board movable body 55k or the frame movable body 58k as a pre-announcement effect. A movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.

[0097] The pachinko game machine PY1 performs a movable object effect at any timing during the special symbol variation effect (for example, at the timing when an N-reach develops into an SP-reach). Here, a movable object effect using a movable object 55k on the game board is given as an example. The movable object effect is an effect in which the movable object 55k on the game board moves onto the display unit 50a, as shown in Figure 11(A). In the movable object effect, the pachinko game machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the movable object 55k on the game board. After the movable object effect, as shown in Figure 11(B), the movable object 55k on the game board returns to its normal standby state (initial position), and the effect develops. Figure 11(B) shows the case when it develops into an SPSP-reach. Note that the movement of the movable object 55k on the game board during the movable object effect can be changed as appropriate.

[0098] 8-4-2. Operation direction The Pachinko game machine PY1 can perform operational animations using either the regular button 40 or the special button 41 as a pre-announcement effect. Operational animations, for example, are animations in which the player operates the regular button 40 or the special button 41.

[0099] The pachinko game machine PY1 performs an operation animation at any timing during the special symbol variation animation (for example, during an SP reach). Here, an operation animation using the normal button 40 is given as an example. In the operation animation, the pachinko game machine PY1 creates a period during which pressing the normal button 40 is valid (referred to as the "button operation validity period"), and upon the occurrence of this button operation validity period, it performs an animation that prompts the player to press the normal button 40 (referred to as the "button operation promotion animation"), as shown in Figure 12(A). In the button operation promotion animation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 consists of a normal button image G31 that mimics the normal button 40, a pressing image G32 that represents the operation of the normal button 40 (i.e., pressing operation) (in this case, an image of the text "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period. The pachinko game machine PY1 terminates the button operation promotion animation and performs an operation result animation, as shown in Figure 12(B), when the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated. Figure 12(B) shows the case where a movable body animation, in which the movable body 55k on the board moves, is performed as the operation result animation. The content of the operation animation can be changed as appropriate.

[0100] 8-4-3. Predictive effects The Pachinko game machine PY1 can perform pre-announcement effects based on pre-announcement judgments as a pre-announcement effect. Pre-announcement effects include, for example, effects in which the reserve icon HA changes, and function as effects to hint in advance at the result of the jackpot judgment.

[0101] The pachinko game machine PY1 performs a pre-announcement effect depending on whether it stores a Special Symbol 1 reserve or a Special Symbol 2 reserve. Here, we will illustrate the pre-announcement effect for a Special Symbol 1 reserve. When a game ball enters the first start opening 11, the pachinko game machine PY1 stores a Special Symbol 1 reserve. Based on the result of the pre-announcement judgment for the Special Symbol 1 reserve, as shown in Figure 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "〇" icon image. The "☆" icon image (special form icon image) is an image that suggests a higher probability of a jackpot than the "〇" icon image (normal form icon image). This effect of displaying a special form icon image is also called a reserve change effect. The content of the pre-announcement effect can be changed as appropriate.

[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be explained using Figures 13 to 16. Figure 13 is a block diagram of the control portion of the pachinko game machine PY1. As shown in Figure 13, the pachinko game machine PY1 comprises a main control unit 100 that controls the game and an effect control unit 120 that executes the effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes the effects according to the instructions of the main control unit 100.

[0103] 9-1. Main Control Unit The main control unit 100 is equipped with a microcomputer 101 for game control. The microcomputer 101 for game control is configured to include, for example, a CPU (Central Processing Unit) and mainly controls various games (special symbol games, regular symbol games, game status, prize ball payout, etc.). The microcomputer 101 for game control is also equipped with a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a receives information on the entry of game balls from prize-winning devices (first start opening 11, second start opening 12, gate 13, first large prize-winning opening 14, second large prize-winning opening 15, general prize-winning opening 10, etc.) provided on the game board 1, information on the operation of the initialization switch, information on the operation of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands issued in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game storage unit 101c is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory) and stores a table for selecting game content, game data issued in response to game control (special symbol 1 hold, special symbol 2 hold, normal symbol hold, etc.), etc.

[0104] Various games are controlled primarily based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using tables and game data stored in the game storage unit 101c.

[0105] 9-2. Table The microcomputer 101 for game control can make various selections when controlling the game. When making selections, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following table.

[0106] 9-2-1. Variation Pattern Determination Table The game memory unit 101c stores the variation pattern determination table 103a1 shown in Figure 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When the game control microcomputer 101 performs variable display of the first or second special symbol based on the result of the jackpot determination, it refers to the variation pattern determination table 103a1 to select the type of variation pattern.

[0107] As shown in Figure 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of special symbols held, etc. The reach determination determines whether or not to perform the aforementioned reach effects (N reach, SP reach, SPSP reach) during the variable display of the special symbols. If the reach effect is to be performed, it is marked as "reach present," and if the reach effect is not to be performed, it is marked as "no reach." The game control microcomputer 101 can select one of seven types of variation patterns as the variation pattern: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs the variable display of the first or second special symbols in a manner (variable display time) corresponding to the selected variation pattern. The type of variation pattern can be changed as appropriate.

[0108] Here, we will explain the role of each variation pattern. As mentioned earlier, during the variable display of the special symbol, a special symbol variation effect is performed. In the special symbol variation effect, an effect flow consisting of one or more effects is executed, and each variation pattern is associated with the variable display time of the special symbol and the effect flow executed in the special symbol variation effect. For example, as shown in Figure 14, "THP001" and "THP011" are associated with a special display time of 120,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a special display time of 100,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a special display time of 20,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a special display time of 13,000 ms or 2,000 ms and a performance flow consisting only of "normal variation". In this way, the duration of the special symbol variation effect and the effects performed during the special symbol variation effect are varied depending on the type of variation pattern selected by the game control microcomputer 101.

[0109] "THP001" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SPSP Reach," so "THP001" is called "SPSP Jackpot Variation." Similarly, "THP002" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SP Reach," so "THP002" is called "SP Jackpot Variation." Furthermore, "THP011" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SPSP Reach," so "THP011" is called "SPSP Miss Variation." Furthermore, "THP012" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SP Reach," so "THP012" is called "SP Miss Variation." Furthermore, "THP013" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "N Reach," so "THP013" is called "N Miss Variation." Also, "THP021" and "THP022" are selected when the jackpot judgment result is a miss, and the end of the performance flow is "Normal Variation," so "THP021" and "THP022" are called "Normal Miss Variations." Note that the selection ratio of the variation patterns can be set appropriately considering the gameplay of the pachinko machine PY1.

[0110] 9-2-2. Lookahead Judgment Table The game memory unit 101c stores the pre-reading determination table 103b1 shown in Figure 15. The pre-reading determination table 103b1 is a table that is referenced when selecting the type of pre-reading pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the pre-reading determination table 103b1 and selects the type of pre-reading pattern. The diagram shown in Figure 15 is the pre-reading determination table 103b1.

[0111] As shown in Figure 15, the game control microcontroller 101 selects the type of pre-read pattern based on the game state, the type of starting gate, the result of the pre-read judgment, etc. The game control microcontroller 101 can select one of three types of pre-read patterns, "SHP001" to "SHP003," as the pre-read pattern. The type of pre-read pattern can be changed as needed.

[0112] "SHP001" is selected when the pre-read judgment result is a pre-read win, so "SHP001" is called the "Big Win Pre-Read Pattern". Also, "SHP002" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "Reach Miss Pre-Read Pattern". Also, "SHP003" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "Normal Miss Pre-Read Pattern".

[0113] 9-2-3. Pattern Determination Table The game memory unit 101c stores the symbol determination table 103c1 shown in Figure 16. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 16 is the symbol determination table 103c1.

[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stop symbols as the type of stop symbol: "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "minor win symbol", "miss A symbol", and "miss B symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol. The type of stop symbol can be changed as appropriate.

[0115] Here, we will explain the role of each stop symbol. As mentioned earlier, after the special symbol stops, there are several possibilities: a jackpot game may occur, a minor jackpot game may occur, a time-saving mode may be entered, or nothing may happen and it may result in a loss. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of minor jackpot game, and two types of losses (the specific loss mentioned above, and a simple loss). Each stop symbol corresponds to one of the jackpot game types, minor jackpot game types, or loss types. For example, as shown in Figure 16, the "Big Win Wα Symbol" is associated with "Big Win Game Wα", the "Big Win Xα Symbol" is associated with "Big Win Game Xα", the "Big Win Yα Symbol" is associated with "Big Win Game Yα", the "Big Win Zα Symbol" is associated with "Big Win Game Zα", the "Small Win Symbol" is associated with a small win game, the "Loss A Symbol" is associated with a simple loss where nothing happens, and the "Loss B Symbol" is associated with a time-saving state. In this way, the type of big win game, the type of small win game, and the type of loss (whether or not a time-saving state is entered) to be executed differ depending on the type of stop symbol selected by the game control microcomputer 101.

[0116] The "Big Win Wα symbol" and "Big Win Yα symbol" are selected when a big win game that leads to a high probability state follows, and are therefore sometimes referred to as "probability change symbols." Similarly, the "Big Win Xα symbol" and "Big Win Zα symbol" are determined when a big win game that leads to a normal probability state follows, and are therefore sometimes referred to as "normal symbols." The "Miss A symbol" is determined when nothing happens afterward, and is therefore sometimes referred to as "normal miss symbol." The "Miss B symbol" is determined when a specific miss leads to a time-saving state, and is therefore sometimes referred to as "Miss time-saving symbol." The selection ratio of the stopping symbols can be set appropriately, taking into consideration the gameplay of the pachinko machine PY1.

[0117] 9-3. Commands The game control microcontroller 101 can output performance commands issued in response to game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can issue the following commands:

[0118] 9-3-1. Winning Command Prize winning commands are issued in relation to the entry of game balls into various prize winning devices (first starting opening 11, second starting opening 12, gate 13, first major prize winning opening 14, second major prize winning opening 15, general prize winning opening 10, etc.). Prize winning commands include the first starting opening command issued when a game ball enters the first starting opening 11, the second starting opening command issued when a game ball enters the second starting opening 12, the gate command issued when a game ball passes through the gate 13, the first major prize winning opening command issued when a game ball enters the first major prize winning opening 14, the first major prize winning opening command issued when a game ball enters the second major prize winning opening 15, and the general prize winning opening command issued when a game ball enters the general prize winning opening 10.

[0119] 9-3-2. Special Feature Commands Special symbol commands are issued in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command issued when the variation pattern of the special symbol is determined, the special symbol stop symbol command issued when the stop symbol of the special symbol is determined, the special symbol start command issued when the variable display of the special symbol begins, and the special symbol confirmation command issued when the stop display of the special symbol is displayed.

[0120] 9-3-3. General Drawing Commands Puzzle commands are issued in relation to the operation of the plot. Examples of plot commands include the plot start command, which is issued when the variable display of the plot begins, and the plot confirmation command, which is issued when the plot stops displaying.

[0121] 9-3-4. Hold Command The hold command is issued in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command issued when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command issued when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command issued when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command issued when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command issued when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command issued when the number of Normal Feature hold units decreases.

[0122] 9-3-5. Jackpot Game Command Jackpot game commands are issued in relation to the operation of the jackpot game. Jackpot game commands include the OP command issued at the start of the OP, the round command issued at the start of each round of gameplay, and the ED command issued at the start of the ED.

[0123] 9-3-6. Small Win Game Command Minor win game commands are issued in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands issued when pre-opening IT starts, and post-opening IT commands issued when post-opening IT starts.

[0124] 9-3-7. Auxiliary game command The auxiliary game command is issued in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command issued upon the start of the auxiliary game.

[0125] 9-3-8. Game state command The game state command is issued in relation to the current game state. Examples of the game state command include a normal probability command issued when the game state is the normal probability state, a high probability command issued when the game state is the high probability state, a non-time limit command issued when the game state is the non-time limit state, a time limit command issued when the game state is the time limit state, a big win command issued when the game state is the big win game state, a left hit command issued when the game state is the left hit state, a right hit command issued when the game state is the right hit state, etc.

[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation mode, special figure variation presentation, held presentation,预告演出, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs a presentation command output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores a processing program for the CPU to perform in various presentations, a table for selecting预告演出, etc., presentation data issued in accordance with the execution of the presentation, etc.

[0127] Various presentations are mainly executed based on the presentation command and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing program, table, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.

[0128] <First Embodiment> The first embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the first embodiment.

[0129] First, Figure 17 will be used to specifically explain the display devices 8 installed on the game board 1. As shown in Figure 17, the display devices 8 consist of a special display 1 LED 8a for showing the variable display / stop display of special display 1, a special display 2 LED 8b for showing the variable display / stop display of special display 2, a normal display LED 8c for showing the variable display / stop display of normal display, a special display 1 reserve LED 8d for showing the number of special display 1 reserved, a special display 2 reserve LED 8e for showing the number of special display 2 reserved, a normal display reserve LED 8f for showing the number of normal display reserved, a game state LED 8g for showing the current game state, and a right-hand play state LED 8h for showing that it is in a right-hand play state.

[0130] Special Figure 1 LED 8a consists of two LEDs. During the variable display of Special Figure 1, the two LEDs light up alternately at predetermined intervals. On the other hand, during the stop display of Special Figure 1, if the stop symbol is the "jackpot Wα symbol", both LEDs light up; if the stop symbol is the "jackpot Xα symbol", only the left LED of the two LEDs lights up; and if the stop symbol is the "miss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case in which the "jackpot Yα symbol", "jackpot Zα symbol", and "miss B symbol" cannot be stopped is described, but if these stop symbols can be stopped, the number of LEDs may be increased so that each stop symbol can be distinguished by lighting up the LEDs.

[0131] Special Figure 2 LED 8b consists of two LEDs. During the variable display of Special Figure 2, the two LEDs light up alternately at predetermined intervals. On the other hand, during the stop display of Special Figure 2, if the stop symbol is the "Big Win Wα symbol", both LEDs light up; if the stop symbol is the "Big Win Xα symbol", only the left LED of the two LEDs lights up; and if the stop symbol is the "Loss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case in which the "Small Win symbol" cannot be stopped is described, but if this stop symbol can be stopped, the number of LEDs may be increased so that each stop symbol can be distinguished by lighting up the LEDs.

[0132] The regular diagram LED8c consists of two LEDs. During variable display of the regular diagram, the two LEDs light up alternately at predetermined intervals. On the other hand, during stop display of the regular diagram, if the stop symbol indicates a "winning" outcome, both LEDs light up, and if the stop symbol indicates a "losing" outcome, only the rightmost of the two LEDs lights up.

[0133] The Special Feature 1 Reserve LED 8d consists of two LEDs. When the Special Feature 1 Reserve count is "0", both LEDs are off. When the Special Feature 1 Reserve count is "1", only the left LED of the two LEDs lights up. When the Special Feature 1 Reserve count is "2", both LEDs light up. When the Special Feature 1 Reserve count is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the Special Feature 1 Reserve count is "4", both LEDs blink.

[0134] The Special Feature 2 Reserve LED 8e consists of two LEDs. When the Special Feature 2 Reserve count is "0", both LEDs are off. When the Special Feature 2 Reserve count is "1", only the left LED of the two LEDs lights up. When the Special Feature 2 Reserve count is "2", both LEDs light up. When the Special Feature 2 Reserve count is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the Special Feature 2 Reserve count is "4", both LEDs blink.

[0135] The regular display hold LED 8f consists of two LEDs. When the number of regular display holds is "0", both LEDs are off. When the number of regular display holds is "1", only the left LED of the two LEDs is lit. When the number of regular display holds is "2", both LEDs are lit. When the number of regular display holds is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs is lit. When the number of regular display holds is "4", both LEDs blink.

[0136] The game status LED 8g consists of two LEDs. When the game status is "low probability low base game status," both LEDs are off. When the game status is "low probability high base game status," only the left LED of the two LEDs lights up. When the game status is "high probability high base game status," both LEDs light up. In the first embodiment, the case where the "high probability low base game status" cannot be set is described, but if the "high probability low base game status" can be set, only the right LED of the two LEDs may be set to light up.

[0137] The right-hand shooting LED 8h consists of one LED. When the game state is "jackpot game state," "low probability high base game state," or "high probability high base game state," in other words, when the game ball is launched towards the right side of the game area 6 in a right-hand shooting state, one LED lights up (also called "indicator").

[0138] Next, the control system of the pachinko game machine PY1 will be specifically explained using Figures 18 to 19. As shown in Figure 18, the pachinko game machine PY1 is equipped with a main control unit 100, which includes a game control microcontroller 101 having a CPU, ROM, and RAM; a main input unit 104 having an input port 104a; a main output unit 105 having an output port 105a, a driver circuit 105b, and a buffer circuit 105c, etc.; and a data bus 106 connecting the game control microcontroller 101, the main input unit 104, and the main output unit 105.

[0139] The microcontroller 101 for game control is equipped with a crystal oscillator 101d that generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The ROM of the microcontroller 101 for game control stores information (programs, etc.) necessary for game control in a non-volatile manner. On the other hand, the RAM of the microcontroller 101 for game control is used as a storage area for data and signals created in accordance with game control.

[0140] Furthermore, the game control microcontroller 101 is equipped with a RAM clear switch 101e, which allows the information stored in the RAM of the game control microcontroller 101 to be forcibly initialized by operating the RAM clear switch 101e.

[0141] The CPU of the game control microcontroller 101 controls the pachinko game machine PY1 by executing a game control program stored in ROM, issuing commands to the performance control unit 120, outputting operation data for the opening and closing solenoids of the first large prize slot 14, the second large prize slot 15, and the second start slot 12, and outputting display data for the display devices 8. Although not shown in the figures, the game control microcontroller 101 is also provided with a random number generation circuit for generating random numbers related to various judgments, and a clock generator that generates a timer interrupt signal with a predetermined period (e.g., 4ms) for the CPU and a clock that provides the update timing for the random number generation circuit.

[0142] Furthermore, various detection switches for detecting the entry of game balls into various prize-winning devices (first start opening 11, second start opening 12, gate 13, first major prize opening 14, second major prize opening 15, general prize opening 10, etc.) are connected to the main input section 104 of the main control unit 100. The detection signals from these various detection switches are read into the game control microcomputer 101 via the data bus 106.

[0143] The output port 105a provided in the main output section 105 of the main control unit 100 is for outputting operation data of the opening and closing solenoids of the first large prize winning slot 14, the second large prize winning slot 15, and the second start slot 12, display data of the indicators 8, and external information of the pachinko game machine PY1. The operation data, display data, and external information stored in the RAM of the game control microcontroller 101 are output to the driver circuit 105b via the data bus 106, and the operation of the opening and closing solenoids, the display of the indicators 8, and the external output are performed.

[0144] The buffer circuit 105c provided in the main output section 105 of the main control unit 100 is for outputting commands to the performance control unit 120. Commands issued by the CPU of the game control microcontroller 101 are not stored in the RAM of the game control microcontroller 101, but are output to the buffer circuit 105c, and then output to the performance control unit 120 in the order they were issued, independently of the main-side timer interrupt processing described later. In other words, the buffer circuit 105c is a circuit that temporarily stores commands issued by the CPU of the game control microcontroller 101 until they are output to the performance control unit 120. The communication path from the game control microcontroller 101 to the performance control unit 120 is unidirectional, so that input from the performance control unit 120 to the main control unit 100 is not possible. The main control unit 100 outputs a strobe signal to inform the performance control unit 120 of the command output prior to the output of the command.

[0145] Here, using Figure 19, we will explain the information that can be stored in the RAM of the game control microcontroller 101. As shown in Figure 19, the RAM of the game control microcontroller 101 is provided with a prize information storage area 101c1, a hold storage area 101c2, a judgment result storage area 101c3, a high probability flag 101c4, a time reduction flag 101c5, a status storage area 101c6, a display data storage area 101c7, and an operation data storage area 101c8.

[0146] The prize information storage area 101c1 is a storage area that stores prize information corresponding to the prize device into which the game ball entered; the hold storage area 101c2 is a storage area that stores random values ​​related to the special symbol 1 hold, special symbol 2 hold, and regular symbol hold; and the judgment result storage area 101c3 is a storage area that stores the results of the jackpot judgment and the results of the win judgment, etc.

[0147] The high probability flag 101c4 is a memory area that stores information to distinguish whether the game state is a normal probability state or a high probability state, and the time-saving flag 101c5 is a memory area that stores information to distinguish whether the game state is a non-time-saving state or a time-saving state. For example, when the game state is a "high probability high base game state", "1" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5. In addition, the status memory area 101c6 is a memory area that stores information to distinguish the current status, although the details will be described later.

[0148] The display data storage area 101c7 is a storage area for storing display data related to the display of the indicators 8, and the operation data storage area 101c8 is a storage area for storing operation data related to the operation of the opening and closing solenoids of the second start opening 12, the first major prize opening 14, and the second major prize opening 15.

[0149] Furthermore, as shown in Figure 18, the pachinko game machine PY1 is equipped with a performance control unit 120, which includes a performance control microcontroller 121 having a CPU, ROM, and RAM; an interface chip 122 for inputting commands output from the main control unit 100; an image control unit 123 for controlling the images displayed on the image display device 50; an audio control unit 124 for controlling the sound output from the speaker 52; a lamp control unit 125 for illuminating the LEDs of the frame lamp 53 and the board lamp 54; and a movable body control unit 126 for moving the movable body 55k on the board.

[0150] The ROM of the microcontroller 121 for performance control stores information (programs, etc.) necessary for performance control. On the other hand, the RAM of the microcontroller 121 for performance control is used as a storage area for data and signals created in response to performance control.

[0151] The CPU of the performance control microcontroller 121 executes a performance control program stored in ROM and controls the performance of the pachinko game machine PY1 using the image display device 50, speaker 52, frame lamp 53, panel lamp 54, and on-board movable body 55k through control by the image control unit 123, sound control unit 124, lamp control unit 125, and movable body control unit 126. Although not shown in the figures, the performance control microcontroller 121 is also provided with a random number generation circuit for generating random numbers related to various judgments, and a clock generator that generates a timer interrupt signal with a predetermined period (e.g., 10ms) for the CPU and a clock that provides the update timing for the random number generation circuit.

[0152] Next, using Figures 20 to 33, we will explain the processes that the CPU of the game control microcontroller 101 can execute. First, using Figure 20, we will specifically explain the main control process. When the power to the pachinko game machine PY1 is turned on, the CPU of the game control microcontroller 101 reads a processing program from the ROM of the game control microcontroller 101 and performs the main control process.

[0153] In the main control processing, as shown in Figure 20, the power-on processing (S001) is performed first. In the power-on processing (S001), the following are performed: permission to access the RAM of the game control microcontroller 101, settings for the CPU of the game control microcontroller 101, and settings for the period of the timer interrupt signal.

[0154] Once the power-on processing (S001) is complete, interrupts are disabled (S002), and the random number update process (S003) is performed. In the random number update process (S003), random values ​​(jackpot random number, jackpot symbol random number, win random number, variation pattern random number, etc.) used to determine the stopping symbols for the regular symbols, the stopping symbols for the special symbols, the variation patterns for the special symbols, etc. are updated.

[0155] Once the random number update process (S003) is complete, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on a timer interrupt signal that occurs every 4ms. In other words, the main timer interrupt process (S005) is executed every 4ms. After the main timer interrupt process (S005) is completed and before it is started again, the random number value is repeatedly updated by the random number update process (S003). Note that if a timer interrupt signal is input while interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start only after interrupts are enabled (S004).

[0156] Next, the main-side timer interrupt processing (S005) will be explained in detail using Figure 21. When a timer interrupt signal is input to the game control microcontroller 101's CPU while interrupts are enabled, the CPU reads a processing program from the ROM of the game control microcontroller 101 and performs the main-side timer interrupt processing (S005).

[0157] In the main timer interrupt processing (S005), as shown in Figure 21, input processing (S101) is performed first. In input processing (S101), it is monitored whether or not a game ball has entered any of the various prize-winning devices (first start opening 11, second start opening 12, gate 13, first major prize opening 14, second major prize opening 15, general prize opening 10, etc.). If a prize has been won, prize information corresponding to the various prize-winning devices is stored in the prize information storage area 101c1.

[0158] Once the input processing (S101) is completed, the prize ball processing (S102) is performed. In the prize ball processing (S102), if prize information is stored in the prize information storage area 101c1, a payout operation is performed to dispense prize balls corresponding to the type of prize device that corresponds to this prize information into the upper tray 34. In the first embodiment, the game control microcomputer 101 performs the payout operation, but a separate payout control microcomputer may be provided to perform the payout operation, and the payout control microcomputer may perform the payout operation in response to instructions from the game control microcomputer 101.

[0159] When the prize ball processing (S102) is completed, the switch processing (S103) is performed. In the switch processing (S103), if prize information is stored in the prize information storage area 101c1, a prize command corresponding to the type of prize device that corresponds to this prize information is issued. The issued prize command is temporarily stored in the buffer circuit 105c. Also in the switch processing (S103), if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, a random number value updated by the random number update processing (S003) is obtained. The obtained random number value is stored in the hold storage area 101c2. Even if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, if a predetermined upper limit (in this case, 4 for each) of random values ​​is already stored in the hold storage area 101c2, no new random values ​​will be stored. In the first embodiment, the upper limit of random values ​​that can be stored by winning at the first start port 11 is set to "4", the upper limit of random values ​​that can be stored by winning at the second start port 12 is set to "4", and the upper limit of random values ​​that can be stored by winning at the gate 13 is set to "4", but each upper limit may be changed. Also, in the switch processing (S103), when a new random value is stored in the hold storage area 101c2, a hold command (special figure 1 hold increase command, special figure 2 hold increase command, general figure hold increase command) is issued. The issued hold command is temporarily stored in the buffer circuit 105c.

[0160] When the switch processing (S103) is completed, the normal diagram / normal power processing (S104) is performed. In the normal diagram / normal power processing (S104), when the start condition for variable display of the normal diagram is met, a hit determination, determination of the winning symbol, and subtraction of the number of normal diagrams held are performed based on the random value related to the normal diagram hold stored in the hold storage area 101c2. In addition, in the normal diagram / normal power processing (S104), when the start condition for variable display of the normal diagram is met, a normal diagram command (normal diagram start command) and a hold command (normal diagram hold reduction command) are issued, and when the start condition for auxiliary game is met, an auxiliary game command is issued. The issued normal diagram command, hold command, and auxiliary game command are temporarily stored in the buffer circuit 105c. In addition, in the normal diagram / normal power processing (S104), when the start condition for auxiliary game is met, operation data for performing auxiliary game (opening the second start opening 12) is created. The created operation data is stored in the operation data storage area 101c8.

[0161] Once the general drawing and general electrical processing (S104) is completed, the special drawing and special electrical processing (S105) is performed. Details of the special drawing and special electrical processing will be described later.

[0162] Once the special drawing and special electrical processing (S105) is completed, the display processing (S106) is performed. Details of the display processing will be described later.

[0163] Once the display processing (S106) is complete, external information processing (S107) is performed. In external information processing (S107), external information corresponding to the data stored in the RAM of the game control microcontroller 101 is output to the outside of the pachinko game machine PY1.

[0164] Once the external information processing (S107) is complete, output processing (S108) is performed. Details of the output processing will be described later.

[0165] Next, the details of the special drawing / special electrical processing (S105) will be specifically explained using Figures 22 to 28. When the normal drawing / normal electrical processing (S104) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the special drawing / special electrical processing (S105).

[0166] In the special drawing / special electrical processing (S105), as shown in Figure 22, the status confirmation process (S1051) is performed first. In the status confirmation process (S1051), the current status is confirmed. There are six types of statuses, from status 1 to status 6, and each time the status is changed, the CPU of the game control microcomputer 101 overwrites the current status in the status storage area 101c6 and stores it.

[0167] Status 1 indicates that the special symbol is in standby mode, Status 2 indicates that the special symbol is in variable display mode, Status 3 indicates that the special symbol is in confirmed mode, Status 4 indicates that the jackpot opening is in progress, Status 5 indicates that round play is in progress, and Status 6 indicates that jackpot ending is in progress. In the first embodiment, the case in which minor win play is not possible is described, but if minor win play is possible, in addition to Statuses 1 to 6, Status 7 indicating the state during minor win play may also be provided.

[0168] When the status confirmation process (S1051) is completed, if status 1 is stored in the status memory area 101c6, the special feature standby process (S1052) is performed; if status 2 is stored in the status memory area 101c6, the special feature variable display process (S1053) is performed; if status 3 is stored in the status memory area 101c6, the special feature confirmation process (S1054) is performed; if status 4 is stored in the status memory area 101c6, the opening process (S1055) is performed; if status 5 is stored in the status memory area 101c6, the round process (S1056) is performed; and if status 6 is stored in the status memory area 101c6, the ending process (S1057) is performed.

[0169] In the special symbol waiting process (S1052) performed when status is 1, as shown in Figure 23, it is first determined whether the waiting time has elapsed (S10521). The waiting time is the time from when the previous special symbol's stop time ends until the next variable display of the special symbol begins, and the elapsed waiting time can be said to be the fulfillment of the condition for starting the variable display of the special symbol. If the waiting time has not elapsed (S10521: NO), the special symbol waiting process ends, and if the waiting time has elapsed (S10521: YES), the process proceeds to S10522, and the jackpot determination process is performed. In the jackpot determination process, a jackpot determination is made based on the random values ​​related to the special symbol hold stored in the hold storage area 101c2, the type of special symbol stop pattern is determined, the type of special symbol variation pattern is determined, and the number of special symbol hold is subtracted. The determination result obtained in the jackpot determination process is stored in the determination result storage area 101c3.

[0170] Once the jackpot determination process is complete, the process proceeds to S10523, where special symbol commands (special symbol stop symbol command, special symbol variation pattern command, and special symbol start command) are issued, along with a hold command (special symbol 1 hold reduction command or special symbol 2 hold reduction command). The issued special symbol commands and hold commands are temporarily stored in the buffer circuit 105c. Once the special symbol commands and hold commands are issued, the process proceeds to S10524, where the status stored in the status storage area 101c6 is overwritten with status 2, and the special symbol standby process ends.

[0171] In the variable display processing for status 2 (S1053), as shown in Figure 24, it is first determined whether the variable display time has elapsed (S10531). The variable display time is the time from when the variable display of the special feature starts until it ends, and the variable display time differs depending on the type of variation pattern. If the variable display time has not elapsed (S10531: NO), the variable display processing for the special feature ends, and if the variable display time has elapsed (S10531: YES), the process proceeds to S10532 and a special feature command (special feature confirmation command) is issued. The issued special feature command is temporarily stored in the buffer circuit 105c. When a special feature command is issued, the process proceeds to S10533, the status stored in the status storage area 101c6 is overwritten with status 3, and the variable display processing for the special feature ends.

[0172] In the special symbol confirmation process (S1054) performed in status 3, as shown in Figure 25, it is first determined whether the stop time has elapsed (S10541). The stop time is the time from when the special symbol stop display starts until it ends (for example, 500ms). If the stop time has not elapsed (S10541: NO), the special symbol confirmation process ends. If the stop time has elapsed (S10541: YES), the process proceeds to S10542 to determine whether the conditions for ending the time-saving state have been met. In the first embodiment, there are "Big Win Wα Symbol" and "Big Win Xα Symbol" as stop symbols indicating a "Big Win". In both the "High Probability High Base Game State" that follows "Big Win Game Wα" when the "Big Win Wα Symbol" is displayed, and the "Low Probability High Base Game State" that follows "Big Win Game Xα" when the "Big Win Xα Symbol" is displayed, the time-saving state ends when the variable display of the special symbol is performed only 100 times. However, the upper limit of the number of times in the "High Probability High Base Game State" and the upper limit of the number of times in the "Low Probability High Base Game State" may be different from each other. Note that, as mentioned above, the time-saving state is set only in the "High Probability High Base Game State" and the "Low Probability High Base Game State", so in any other game state, it is always determined that the conditions for ending the time-saving state have not been met.

[0173] If it is determined at S10542 that the end condition of the time-saving state is not satisfied (S10542: NO), the process proceeds to S10543, and it is determined whether the type of the stop symbol of the special drawing stored in the determination result storage area 101c3 is a stop symbol indicating "big win".

[0174] If it is determined at S10543 that the stop symbol indicates "big win" (S10543: YES), the process proceeds to S10544, and a big win game command (OP command) is issued. The issued big win game command is temporarily stored in the buffer circuit 105c. Although details will be described later, based on this big win game command (OP command), a "right hit confirmation effect" is performed. When the big win game command is issued, the process proceeds to S10545, the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", the process proceeds to S10546, the status stored in the status storage area 101c6 is overwritten with status 4, and the special drawing determination process is terminated.

[0175] If it is determined at S10543 that the stop symbol does not indicate "big win" (S10543: NO), the process proceeds to S10547, the status stored in the status storage area 101c6 is overwritten with status 1, and the special drawing determination process is terminated.

[0176] On the other hand, if it is determined in S10542 that the conditions for ending the time-saving state have been met (S10542: YES), the process proceeds to S10548, and a game state command (left-hand play command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. As will be explained in detail later, the "left-hand play confirmation effect" is performed based on this game state command. When the game state command is issued, the process proceeds to S10549, the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to (returns to) S10543. Therefore, if a "jackpot is won" in the jackpot determination related to the variable display of the special symbol at the upper limit number of times in the "high probability high base game state" or "low probability high base game state", the left-hand play command is issued before the OP command is issued. Note that whether or not the process in S10549 is executed is used for the right-hand play state LED processing, which will be explained later.

[0177] In the opening process (S1055) performed when status is 4, as shown in Figure 26, it is first determined whether the jackpot OP time has elapsed (S10551). The jackpot OP time is the time from when the special symbol stops until the first round of gameplay begins (for example, 10000ms). If the jackpot OP time has not elapsed (S10551: NO), the opening process ends, and if the jackpot OP time has elapsed (S10551: YES), the process proceeds to S10552, and a jackpot game command (round command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. In the first embodiment, the round command is issued only at the start of the first round of gameplay, but it is also possible to issue the round command at the start of all rounds of gameplay.

[0178] When a jackpot game command is issued at S10552, the process proceeds to S10553, where operation data for the first major winning opening 14 or the second major winning opening 15 is created. For example, in the case where the round games for the first major winning opening 14 to open are only conducted 10 times, the operation data includes data regarding the opening time of the first major winning opening 14 that opens in each round game and data regarding the closing time of the first major winning opening 14 that closes during each round interval. The created operation data is stored in the operation data storage area 101c8. In the first embodiment, the operation data for all round games is created at the start of the first round game, but it is also possible to create only the operation data for that round game at the start of each round game.

[0179] When the operation data is created at S10553, the process proceeds to S10554, where the status stored in the status storage area 101c6 is overwritten with status 5, and the in-opening process is terminated.

[0180] In the during-round process (S1056) performed in the case of status (S1056), as shown in FIG. 27, first, it is determined whether the last round game has ended (S10561). If the last round game has not ended (S10561: NO), the during-round process is terminated. If the last round game has ended (S10561: YES), the process proceeds to S(10562), and a jackpot game command (ED command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. When the jackpot game command is issued, the process proceeds to S10563, where the status stored in the status storage area 101c6 is overwritten with status 6, and the during-round process is terminated.

[0181] In the ending processing (S1057) performed when status is 6, as shown in Figure 28, it is first determined whether the jackpot ED time has elapsed. The jackpot ED time is the time from the end of the last round of gameplay until the jackpot game state ends (for example, 10000ms). If the jackpot ED time has not elapsed (S10571: NO), the ending processing ends. If the jackpot ED time has elapsed (S10571: YES), the process proceeds to S10572, where the information of the high probability flag 101c4 and the time reduction flag 101c5 is updated. Then, the process proceeds to S10573, where the status stored in the status memory area 101c6 is overwritten with status 1, and the ending processing ends. In S10572, if the type of special symbol stopped in the judgment result memory area 101c3 is the "jackpot Wα symbol", the high probability flag 101c4 is updated to "1" and the time reduction flag 101c5 is updated to "1". On the other hand, if the type of special symbol stopped in the judgment result memory area 101c3 is the "jackpot Xα symbol", the high probability flag 101c4 is updated to "0" and the time reduction flag 101c5 is updated to "1". Therefore, in the former case, the game state switches from the "jackpot game state" to the "high probability high base game state", and in the latter case, the game state switches from the "jackpot game state" to the "low probability high base game state".

[0182] Next, the details of the display process (S106) will be specifically explained using Figures 29 to 32. When the special symbol / special electronic processing (S105) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the display process (S106).

[0183] In the display processing (S106), as shown in Figure 29, the game status LED processing (S1061) is performed first. In the game status LED processing (S1061), display data for the game status LED 8g is created based on the information stored in the high probability flag 101c4 and the time-saving flag 101c5. There are three types of display data for the game status LED 8g: low probability low base display data corresponding to the case where "0" is stored in both the high probability flag 101c4 and the time-saving flag 101c5; low probability high base display data corresponding to the case where "0" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5; and high probability high base display data corresponding to the case where "1" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5. The created display data is stored in the display data storage area 101c7.

[0184] When the game status LED processing (S1061) is completed, the regular symbol hold LED processing (S1062) is performed. In the regular symbol hold LED processing (S1062), display data for the regular symbol hold LED 8f is created to notify the number of regular symbol holds, based on the number of random values ​​related to regular symbol holds stored in the hold memory area 101c2. There are five types of display data for the general diagram hold LED8f: general diagram hold 0 display data corresponding to the number of random values ​​related to general diagram hold stored in the hold memory area 101c2 being "0", general diagram hold 1 display data corresponding to the number of random values ​​related to general diagram hold stored in the hold memory area 101c2 being "1", general diagram hold 2 display data corresponding to the number of random values ​​related to general diagram hold stored in the hold memory area 101c2 being "2", general diagram hold 3 display data corresponding to the number of random values ​​related to general diagram hold stored in the hold memory area 101c2 being "3", and general diagram hold 4 display data corresponding to the number of random values ​​related to general diagram hold stored in the hold memory area 101c2 being "4". The created display data is stored in the display data storage area 101c7.

[0185] When the regular display hold LED processing (S1062) is completed, the special display 1 hold LED processing (S1063) is performed. In the special display 1 hold LED processing (S1063), display data for the special display 1 hold LED 8d is created to notify the number of special display 1 holds, based on the number of random values ​​related to special display 1 holds stored in the hold memory area 101c2. There are five types of display data for the Special Feature 1 Reserve LED 8d: Special Feature 1 Reserve 0 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "0", Special Feature 1 Reserve 1 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "1", Special Feature 1 Reserve 2 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "2", Special Feature 1 Reserve 3 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "3", and Special Feature 1 Reserve 4 display data corresponding to the number of random values ​​related to Special Feature 1 Reserve stored in the Reserve Storage Area 101c2 being "4". The created display data is stored in the display data storage area 101c7.

[0186] When the Special Feature 1 Reserve LED processing (S1063) is completed, the Special Feature 2 Reserve LED processing (S1064) is performed. In the Special Feature 2 Reserve LED processing (S1064), display data for the Special Feature 2 Reserve LED 8e is created to notify the number of Special Feature 2 reserves, based on the number of random values ​​related to the Special Feature 2 reserves stored in the reserve storage area 101c2. There are five types of display data for the Special Feature 2 Reserve LED 8e: Special Feature 2 Reserve 0 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "0", Special Feature 2 Reserve 1 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "1", Special Feature 2 Reserve 2 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "2", Special Feature 2 Reserve 3 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "3", and Special Feature 2 Reserve 4 display data corresponding to the number of random values ​​related to Special Feature 2 Reserve stored in the Reserve Storage Area 101c2 being "4". The created display data is stored in the display data storage area 101c7.

[0187] When the special feature 2 hold LED processing (S1064) is completed, the normal feature LED processing (S1065) is performed. In the normal feature LED processing (S1065), display data for the normal feature LED 8c is created to perform variable display / stop display of the normal feature based on the hit judgment result stored in the judgment result storage area 101c3. There are two types of display data for the normal feature LED 8c: hit display data corresponding to a "hit" result in the hit judgment, and miss display data corresponding to a "miss" result in the hit judgment. The created display data is stored in the display data storage area 101c7.

[0188] When the regular LED processing (S1065) is completed, the special LED processing (S1066) is performed. In the special LED processing (S1066), display data for the special LED 8a for variable display / stop display of special LED 1 is created based on the jackpot judgment result and the type of stop symbol of special LED 1 stored in the judgment result storage area 101c3. There are three types of display data for the special LED 8a: jackpot Wα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special LED 1 corresponds to "jackpot Wα symbol", jackpot Xα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special LED 1 corresponds to "jackpot Xα symbol", and miss display data where the jackpot judgment result corresponds to "miss". The created display data is stored in the display data storage area 101c7.

[0189] When the special figure 1 LED processing (S1066) is completed, the special figure 2 LED processing (S1067) is performed. In the special figure 2 LED processing (S1067), display data for the special figure 2 LED 8b is created for variable display / stop display of special figure 2 based on the jackpot judgment result and the type of stop symbol of special figure 2 stored in the judgment result storage area 101c3. There are three types of display data for the special figure 2 LED 8b: jackpot Wα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special figure 2 corresponds to "jackpot Wα symbol", jackpot Xα display data where the jackpot judgment result corresponds to "jackpot won" and the stop symbol of special figure 2 corresponds to "jackpot Xα symbol", and miss display data where the jackpot judgment result corresponds to "miss". The created display data is stored in the display data storage area 101c7.

[0190] When the special feature 2 LED processing (S1067) is completed, the right-hand shooting status LED processing (S1068) is performed. In the right-hand shooting status LED processing (S1068), as shown in Figure 30, the status change destination confirmation processing (S10681) is performed first. In the status change destination confirmation processing (S10681), it is confirmed whether the status has been changed to status 4 or status 1 in the special feature confirmation processing (S1054).

[0191] When the status change confirmation process (S10681) is completed, if the status is changed to status 4, the status 4 processing (S10682) is performed, and if the status is changed to status 1, the status 1 processing (S10683) is performed.

[0192] In the status 4 processing (S10682), as shown in Figure 31, it is first determined whether the stop symbol indicating a "jackpot win" that has resulted in the status changing to 4 stopped and displayed during a non-time-saving state, in other words, whether it is a jackpot (also called a "first win") in a "low probability, low base game state" (S106821). If it is not a first win (S106821: NO), the process proceeds to S106822, and if it is a first win (S106821: YES), the process proceeds to S106823. When the process proceeds to S106823, a game state command (right-hand play command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. As will be described in detail later, the "right-hand play continuation performance" is performed based on this game state command (right-hand play command).

[0193] On the other hand, if the process proceeds to S106822, the aforementioned special symbol confirmation process (S1054) determines whether the process in S10549 has been executed or not. If the process in S10549 has not been executed (S106822: NO), the status 4 process ends. If the process in S10549 has been executed (S106822: YES), the process proceeds to S106823, and a game state command (right-hand play command) is issued.

[0194] When a game state command is issued in S106823, the process proceeds to S106824 to determine whether the right-hand shooting state LED 8h is lit or not. If the right-hand shooting state LED 8h is lit (S106824: YES), the status 4 processing ends. If the right-hand shooting state LED 8h is not lit (S106824: NO), the process proceeds to S106825 to create display data (lighting start data) for the right-hand shooting state LED 8h. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 4 processing ends.

[0195] In the status 1 processing (S10683), as shown in Figure 32, it is first determined whether the process in S10549 has been executed in the aforementioned special figure confirmation processing (S1054) (S106831). If the process in S10549 has not been executed (S106831: NO), the status 1 processing is terminated. If the process in S10549 has been executed (S106831: YES), the process proceeds to S106832, and the display data (lighting end data) for the right-hand shooting state LED 8h is created. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 1 processing is terminated.

[0196] Next, the details of the output processing (S108) will be specifically explained using Figure 33. When the external information processing (S107) is completed, the CPU of the game control microcontroller 101 reads the processing program from the ROM of the game control microcontroller 101 and performs the output processing (S108).

[0197] In the output processing (S108), as shown in Figure 33, the display output processing (S1081) is performed first. In the display output processing (S1081), the display data stored in the display data storage area 101c7 is output to the indicators 8 (Special Figure 1 LED 8a, Special Figure 2 LED 8b, Normal Figure LED 8c, Special Figure 1 Reserve LED 8d, Special Figure 2 Reserve LED 8e, Normal Figure Reserve LED 8f, Game Status LED 8g, Right-Handed Status LED 8h) via the data bus 106, output port 105a, and driver circuit 105b, and the lighting of the indicators 8 is controlled.

[0198] Once the display output processing (S1081) is completed, the operation output processing (S1082) is performed. In the operation output processing (S1082), the operation data stored in the operation data storage area 101c8 is output to the opening / closing solenoids of the second start opening 12, the first large prize opening 14, and the second large prize opening 15 via the data bus 106, output port 105a, and driver circuit 105b, and the operation of each opening / closing solenoid is controlled.

[0199] Here, the relationship between the output timing of the commands issued by the CPU of the game control microcomputer 101 and the output timing of the display data created by the CPU of the game control microcomputer 101 will be described.

[0200] In the main-side timer interrupt process (S005), both the issuance of the commands output to the effect control unit 120 and the creation of the display data for the display devices 8 are performed by the CPU of the game control microcomputer 101. The issued commands are temporarily stored in the buffer circuit 105c, while the created display data is stored in the display data storage area 101c7.

[0201] For example, in the right hit state LED process (S1068) of the display process (S106), the issuance of the right hit command and the creation of the display data (lighting start data) for the right hit state LED 8h are performed within the same process (see FIG. 31). The right hit command is output to the buffer circuit 105c, while the display data (lighting start data) for the right hit state LED 8h is stored in the display data storage area 101c7.

[0202] Also, in the process of waiting for the special figure to be determined (S1054), the left hit command is issued (see FIG. 25), and then in the right hit state LED process (S1068) of the subsequent display process (S106), the creation of the display data (lighting end data) for the right hit state LED 8h is performed (see FIG. 32). The left hit command is output to the buffer circuit 105c, while the display data (lighting end data) for the right hit state LED 8h is stored in the display data storage area 101c7.

[0203] As described above, the command output to the buffer circuit 105c is immediately output to the effect control unit 120 via the buffer circuit 105c, regardless of the main-side timer interrupt process (S005). On the other hand, the display data stored in the display data storage area 101c7 is not output during the display process (S106), but is output in the subsequent output process (S108), and the right-handed state LED 8h is lit. That is, it can be said that the right-handed command is output to the effect control unit 120 before the right-handed state LED 8h is lit, and it can be said that the left-handed command is output to the effect control unit 120 before the right-handed state LED 8h is turned off.

[0204] Next, the processes executable by the CPU of the effect control microcomputer 121 will be described. First, the sub-control main process will be specifically described using FIG. 34. When the power of the pachinko game machine PY1 is turned on, the CPU of the effect control microcomputer 121 reads a processing program from the ROM of the effect control microcomputer 121 and performs the sub-control main process.

[0205] In the sub-control main process, as shown in FIG. 34, first, the power-on process (S011) is performed. In the power-on process (S011), permission settings for accessing the RAM of the effect control microcomputer 121, settings for the CPU of the effect control microcomputer 121, settings for the period of the timer interrupt signal, etc. are performed.

[0206] When the power-on process (S011) ends, interrupts are prohibited (S012), and the random number update process (S013) is performed. In the random number update process (S013), random number values (random numbers for determining various effects, random numbers for determining variable effect patterns, random numbers for determining preview effects, etc.) for determining various effects are updated.

[0207] When the random number update process (S013) ends, interrupts are permitted (S014). While interrupts are permitted, the reception interrupt process (S015) and the 10 ms timer interrupt process (S016) can be executed.

[0208] In the receive interrupt handler (S015), when a strobe signal is input, the command output from the main control unit 100 is stored in the RAM of the performance control microcontroller 121. This receive interrupt handler (S015) is executed with higher priority than the 10ms timer interrupt handler (S016). Note that if a strobe signal is input when interrupts are disabled, the receive interrupt handler (S015) will not start immediately, but will start only after interrupts are enabled (S014).

[0209] The 10ms timer interrupt handler (S016) is executed based on a timer interrupt signal that occurs every 10ms. In other words, the 10ms timer interrupt handler (S016) is executed every 10ms. After the receive interrupt handler (S015) or the 10ms timer interrupt handler (S016) finishes, and before the next receive interrupt handler (S015) or the 10ms timer interrupt handler (S016) starts, the random number update handler (S013) repeatedly updates the random number value. Note that if a timer interrupt signal is input while the interrupt is disabled, the 10ms timer interrupt handler (S016) will not start immediately, but will start only after the interrupt is enabled (S014).

[0210] Next, the 10ms timer interrupt processing (S016) will be explained in detail using Figure 35. When a timer interrupt signal is input to the microcontroller 121 for performance control while interrupts are enabled, the CPU of the microcontroller 121 for performance control reads a processing program from the ROM of the microcontroller 121 and performs the 10ms timer interrupt processing (S016).

[0211] In the 10ms timer interrupt processing (S016), as shown in Figure 35, the first step is to perform the received command analysis process (S201). In the received command analysis process (S201), the type of command stored in the RAM of the microcontroller 121 for performance control is analyzed. Details of the received command analysis process will be described later.

[0212] Once the received command analysis process (S201) is complete, the switch process (S202) is performed. In the switch process (S202), the operation information of the normal button 40 and the special button 41 is obtained, and processing related to the operation effects is performed.

[0213] Once the switch processing (S202) is complete, the lamp processing (S203) is performed. In the lamp processing (S203), processing related to lamp effects is performed, such as lighting up / flashing the frame lamp 53 and the panel lamp 54 (including the right-hand lamp 54a).

[0214] Once the lamp processing (S203) is complete, audio processing (S204) is performed. In audio processing (S204), processing related to audio effects is performed to output sound from speaker 52.

[0215] Next, we will specifically explain the details of the received command analysis process (S201) using Figure 36.

[0216] In the received command analysis process (S201), as shown in Figure 36, it is first determined whether or not a command is stored in the RAM of the performance control microcontroller 121 (S2011). If no command is stored (S2011: NO), the received command analysis process (S201) is terminated. If a command is stored (S2011: YES), processing is performed according to the type of command.

[0217] If the command stored in the RAM of the microcontroller 121 for controlling the game's presentation is a winning command, the winning presentation processing (S2012) is performed. In the winning presentation processing (S2012), a presentation image indicating that a game ball has entered one of the various winning devices is displayed on the display unit 50a of the image display device 50.

[0218] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is a special symbol command, the special symbol performance processing (S2013) is performed. In the special symbol performance processing (S2013), a performance image (performance symbols EZ1, EZ2, EZ3, etc.) that suggests the result of the jackpot determination is displayed on the display unit 50a of the image display device 50.

[0219] Furthermore, if the command stored in the RAM of the microcontroller 121 for controlling the effects is a regular effect command, the regular effect processing (S2014) is performed. In the regular effect processing (S2014), an effect image that suggests the result of the hit detection is displayed on the display unit 50a of the image display device 50.

[0220] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is a hold command, the hold performance processing (S2015) is performed. In the hold performance processing (S2015), a performance image indicating the number of regular figures held, the number of special figure 1 figures held, or the number of special figure 2 figures held is displayed on the display unit 50a of the image display device 50.

[0221] Furthermore, if the command stored in the RAM of the performance control microcontroller 121 is a jackpot game command, the jackpot performance processing (S2016) is performed. In the jackpot performance processing (S2016), a performance indicating that a jackpot game is being played is displayed on the display unit 50a of the image display device 50. If the OP command as a jackpot game command is stored in the RAM of the performance control microcontroller 121, the "right-hand play confirmation performance" described later is performed.

[0222] Furthermore, if the command stored in the RAM of the microcontroller 121 for performance control is an auxiliary game command, the auxiliary game performance processing (S2017) is performed. In the auxiliary game performance processing (S2017), a performance indicating that an auxiliary game is being played is displayed on the display unit 50a of the image display device 50.

[0223] Furthermore, if the command stored in the RAM of the performance control microcontroller 121 is a game state command, the game state performance processing (S2018) is performed. In the game state performance processing (S2018), a performance indicating the current game state is displayed on the display unit 50a of the image display device 50. If the right-hand play command is stored as a game state command in the RAM of the performance control microcontroller 121, the "right-hand play continuation performance" described later is performed, and if the left-hand play command is stored, the "left-hand play confirmation performance" described later is performed.

[0224] Next, using Figures 37 to 40, we will explain the effects that the performance control unit 120 can execute when the main control unit 100 sets the right-hand shooting state ("jackpot game state", "low probability high base game state", and "high probability high base game state"). When the right-hand shooting state is set, the performance control unit 120 can execute the following effects.

[0225] A. Right-hand shooting continuation sequence The "Right-Handed Continuation Performance" is a performance that is performed in response to the input of a right-handed command output from the main control unit 100, and is characterized by the illumination of the right-handed lamp 54a and the display of the right arrow image G120. Since the "Right-Handed Continuation Performance" is performed continuously from the start to the end of the right-handed state, it functions as a performance that indicates that the right-handed state is in progress.

[0226] B. Opening Direction The "opening sequence" is a sequence that is performed in response to the input of an OP command output from the main control unit 100, and is a sequence in which the opening image G107 is displayed. Since the "opening sequence" is performed at the start of a jackpot game, it functions as a sequence that suggests the start of a jackpot game.

[0227] C. Right-hand shooting confirmation sequence The "Right-Handed Shooting Confirmation" is an effect included in the "Opening Effect," in which an image is displayed that suggests the opening of either the first or second large prize slot 14. Since the "Right-Handed Shooting Confirmation" is performed when either the first or second large prize slot 14 opens, it functions as an effect that encourages the player to launch the game ball towards either the first or second large prize slot 15.

[0228] C-1. Arrow effect The "arrow effect" is a type of "right-hand confirmation effect" and is an effect that occurs during the "opening effect" when a jackpot (also called the "first hit") is hit in a "low probability, low base game state". It is an effect in which a larger right arrow image G121 is displayed than the right arrow image G120.

[0229] C-2. Aim for the scene The "Aim for it" animation is a type of "Right-Handed Confirmation Animation" and is performed during the "Opening Animation" of a big win (also called a "Consecutive Win") in a "Low Probability High Base Gameplay State" or a "High Probability High Base Gameplay State." It is an animation in which the text image G122 is displayed, instructing the player to aim for the first large prize slot 14 or the second large prize slot 15.

[0230] D. Left-handed shooting confirmation sequence The "left-handed shooting confirmation effect" is an effect that is performed in response to inputting a left-handed shooting command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. The "left-handed shooting confirmation effect" is performed at the end of the time-saving state in which it is easy for game balls to enter the second starting opening 12, and therefore functions as an effect that encourages the launch of game balls toward the first starting opening 11. In addition, since the "left-handed shooting confirmation effect" is performed at the end of the "right-handed shooting continuation effect", it also functions as an effect that suggests the end of the right-handed shooting state.

[0231] Next, we will explain the "opening sequence" in detail using Figure 37. When the performance control unit 120 receives an OP command output from the main control unit 100, it executes the "opening sequence".

[0232] Figures 37(A) and 37(B) show the "opening sequence" in action. When a "jackpot" is determined in the jackpot judgment, the display unit 50a of the image display device 50 stops displaying the sequence symbols EZ1, EZ2, and EZ3 in a manner indicating a jackpot (in this case, the sequence "5-5-5"). At this time, the normal background image G102, which represents the normal sequence mode, is displayed behind the sequence symbols EZ1, EZ2, and EZ3. After that, when the OP command is entered, the "opening sequence" is performed.

[0233] In the "opening sequence," as shown in Figure 37(B), the sequence symbols EZ1, EZ2, EZ3 and the normal background image G102 are erased, the sound "BONUS" is output from speaker 52, and the opening image G107 is displayed in the center of the display unit 50a of the image display device 50. The opening image G107 consists of an image of the word "BONUS". After that, prior to the start of the first round of gameplay, a "right-hand play confirmation sequence" is performed, but the details of the "right-hand play confirmation sequence" will be described later.

[0234] Next, we will explain the "right-hand shooting continuation effect" in detail using Figure 38. When the effect control unit 120 receives a right-hand shooting command output from the main control unit 100, it executes the "right-hand shooting continuation effect".

[0235] Figures 38(A) to 38(F) show the process of the "right-hand shooting continuation" sequence. As shown in Figure 38(A), the display unit 50a of the image display device 50 stops displaying the sequence symbols EZ1, EZ2, and EZ3 in a manner indicating a jackpot (in this case, the repeating numbers "5-5-5"), and when the OP command is entered, the "opening sequence" is performed.

[0236] In the "Opening Performance," as shown in Figure 38(B), the display unit 50a of the image display device 50 displays the opening image G107 instead of the performance symbols EZ1, EZ2, EZ3 and the normal background image G102. After that, when the right-hand play command is entered, the "Right-Hand Play Continuation Performance" is performed.

[0237] In the "Right-Handed Continuation Performance," as shown in Figure 38(C), the right-handed lamp 54a lights up, and a right arrow image G120 is displayed in the upper right corner of the display unit 50a of the image display device 50. By ensuring that the lighting of the right-handed lamp 54a and the display of the right arrow image G120 are initiated by a right-handed command entered after the OP command, it is possible to prevent the lighting of the right-handed lamp 54a and the display of the right arrow image G120 from starting before the "Opening Performance" begins.

[0238] The right arrow image G120 consists of a first image of the character "Right" and a second image representing a "rightward arrow". The first image is a static image that is fixedly displayed in the upper right part of the display unit 50a of the image display device 50, and the second image is a moving image that repeatedly moves from left to right above the first image. In the first embodiment, when the "right-hitting continuation effect" starts, the right arrow image G120 does not output sound from the speaker 52, but it may be configured to output a predetermined sound.

[0239] Furthermore, even in the jackpot game state, the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, as shown in Figure 38(D). Also, in the time-saving state after the jackpot game state ends ("high probability high base game state" or "low probability high base game state"), the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, as shown in Figure 38(E). In the example shown in Figure 38(E), the probability variation background image G103 is displayed on the display unit 50a of the image display device 50. If a series of wins occur in the time-saving state, the right-hand shooting lamp 54a remains lit and the right arrow image G120 is displayed, even in the jackpot game state where the series of wins occur. In the first embodiment, neither the right-hand shooting lamp 54a nor the right arrow image G120 is erased until the "right-hand shooting continuation effect" ends, however, the right arrow image G120 may be erased temporarily.

[0240] Then, when the variable display of the special symbol for the 100th time, which marks the end of the time-saving state, ends and the left-shooting command is entered, as shown in Figure 38(F), the right-shooting lamp 54a turns off and the right arrow image G120 is erased, ending the "right-shooting continuation performance". In the example shown in Figure 38(F), the probability variation background image G103 switches to the normal background image G102, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed on the display unit 50a of the image display device 50 in a manner indicating a miss (here, scattered "1, 2, 3").

[0241] Next, we will explain the "left-handed shooting confirmation animation" in detail using Figure 39. When the animation control unit 120 receives a left-handed shooting command output from the main control unit 100, it executes the "left-handed shooting confirmation animation".

[0242] Figures 39(A) and 39(B) show the "left-handed shooting confirmation" sequence. In the time-saving state, as shown in Figure 39(A), the right-handed shooting lamp 54a lights up and the right arrow image G120 is displayed. Then, when the variable display of the special symbol ends for the 100th time, which marks the end of the time-saving state, and the left-handed shooting command is entered, the "right-handed shooting continuation sequence" ends and the "left-handed shooting confirmation sequence" is performed.

[0243] In the "left-hand shooting confirmation sequence," when the right-hand shooting lamp 54a turns off and the right arrow image G120 disappears due to the end of the "right-hand shooting continuation sequence," the speaker 52 outputs the message "Please return to the left," as shown in Figure 39(B), and the left arrow image G123 is displayed in the upper left corner of the display unit 50a of the image display device 50.

[0244] The left arrow image G123 consists of a third image of the character "left" and a fourth image representing a "leftward-pointing arrow". The third image is a static image that is fixedly displayed in the upper left of the display unit 50a of the image display device 50, while the fourth image is a moving image that repeatedly moves from right to left above the third image.

[0245] After a predetermined time has elapsed (for example, 3 seconds), the left arrow image G123 is deleted, and the "left-handed shooting confirmation animation" ends. In the first embodiment, the "left-handed shooting confirmation animation" ends after a predetermined time has elapsed, but it may also be configured to end when a game ball enters the first starting opening 11.

[0246] Furthermore, if the 100th variable display of the special symbol, which marks the end of the time-saving state, is due to a "jackpot win," even if a left-hand play command is entered, the "right-hand play continuation sequence" will end, but the "left-hand play confirmation sequence" will not be performed, and the "right-hand play continuation sequence" will resume immediately after a right-hand play command is entered.

[0247] Next, we will explain the "right-hand shooting confirmation effect" in detail using Figure 40. When the effect control unit 120 receives the OP command output from the main control unit 100, it executes the "opening effect" and also executes the "right-hand shooting confirmation effect" within the "opening effect". The "right-hand shooting confirmation effect" includes the "arrow effect" which is performed when the first win occurs, and the "aim effect" which is performed when there is a series of wins.

[0248] Figures 40(A) to 40(C) show the "arrow effect" and the "aim" effect, respectively.

[0249] When the "opening sequence" is performed, the opening image G107 is displayed on the display unit 50a of the image display device 50, as shown in Figure 40(A). Then, after a predetermined time (for example, 5 seconds) has elapsed since the start of displaying the opening image G107, the "arrow sequence" is performed if it is the first win, and the "aim sequence" is performed if it is a consecutive win.

[0250] In the "arrow effect," as shown in Figure 40(B), the speaker 52 outputs the sound "hit to the right," and a large right arrow image G121 is displayed on the right side of the display unit 50a of the image display device 50. The large right arrow image G121 consists of an image representing a "rightward arrow" and is larger than the right arrow image G120. After a predetermined time (for example, 3 seconds) has elapsed since the display of the large right arrow image G121, the large right arrow image G121 is erased, and the "arrow effect" ends.

[0251] On the other hand, in the "Aim for it" sequence, as shown in Figure 40(C), the speaker 52 outputs the voice message "Aim for the attacker," and the text image G122 that reads "Aim for the attacker" is displayed on the right side of the display unit 50a of the image display device 50. The text image G122 is an image of text instructing the player to aim for either the first large prize slot 14 or the second large prize slot 15. After a predetermined time (for example, 3 seconds) has elapsed since the display of the text image G122, the text image G122 is erased, and the "Aim for it" sequence ends.

[0252] Here, using Figure 41, we will explain the display timing of the right-handed state LED 8h, the right-handed lamp 54a, the right arrow image G120, the large right arrow image G121, the character image G122, and the left arrow image G123.

[0253] Figure 41 shows the flow from the first win through consecutive wins to the end of the time-saving state. When the first win is executed, the main control unit 100 issues an OP command at timing t01 and outputs the OP command to the performance control unit 120 at timing t02. Then, at timing t03, it issues a right-hand play command and outputs the right-hand play command to the performance control unit 120 at timing t04. Finally, at timing t05, it lights up the right-hand play state LED 8h (see output processing (S108) of the main-side timer interrupt processing (S005)).

[0254] Meanwhile, when the performance control unit 120 receives a right-hit command output from the main control unit 100 at timing t04, it displays the right arrow image G120 and lights up the right-hit lamp 54a at timing t06 (see the game state performance processing (S2018) and lamp processing (S203) of the 10ms timer interrupt processing (S016)). Then, at timing t07, after a predetermined time has elapsed since the input of the OP command, it displays the large right arrow image G121. The display of the right arrow image G120 and the lighting of the right-hit lamp 54a continue until the time-saving state ends, but the display of the large right arrow image G121 ends at timing t08.

[0255] Furthermore, when executing a consecutive win, the main control unit 100 issues an OP command at timing t09 and outputs the OP command to the performance control unit 120 at timing t10.

[0256] Meanwhile, the performance control unit 120 displays the character image G122 at timing t11, after a predetermined time has elapsed since the input of the OP command. The display of the character image G122 ends at timing t12.

[0257] Furthermore, when the time-saving state ends (the variable display of the special symbol ends after 100 spins), the main control unit 100 issues a left-hit command at timing t13 and outputs the left-hit command to the performance control unit 120 at timing t14. Then, at timing t15, it turns off the right-hit state LED 8h (see the output processing (S108) of the main-side timer interrupt processing (S005)).

[0258] On the other hand, when the performance control unit 120 receives a left-hit command output from the main control unit 100 at timing t14, at timing t16, it erases the right arrow image G120 and turns off the right-hit lamp 54a (see the game state performance processing (S2018) and lamp processing (S203) of the 10ms timer interrupt processing (S016)). Also, when a left-hit command is input, the left arrow image G123 is displayed at timing t16. The display of the left arrow image G123 ends at timing t17. If the jackpot determination related to the variable display of the special symbol that caused the main control unit 100 to issue a left-hit command is "jackpot won", the right arrow image G120 is erased and the right-hit lamp 54a is turned off, but the left arrow image G123 is not displayed.

[0259] In this way, the main control unit 100 outputs a right-hit command for the right-hit lamp 54a to light up and the right-hit image G120 before the right-hit status LED 8h lights up, thereby reducing the discrepancy between the timing of the right-hit status LED 8h lighting up and the timing of the right-hit lamp 54a lighting up and the right-hit arrow image G120 being displayed.

[0260] Furthermore, by having the main control unit 100 output a left-hit command for the right-hit lamp 54a to turn off and the right arrow image G120 to be erased before the right-hit state LED 8h turns off, the timing of the right-hit state LED 8h turning off and the timing of the right-hit lamp 54a turning off and the right arrow image G120 being erased are reduced, and the timing of the right-hit state LED 8h turning off and the timing of the left arrow image G123 being displayed are also reduced.

[0261] <Consideration of the First Embodiment> The following discussion concerns the pachinko game machine PY1 described in the first embodiment. First, we will consider the relationship between the timing of the left-shooting command and the right-shooting command issued by the main control unit 100. When the jackpot determination related to the variable display of the special symbol on the 100th time, which is the upper limit of the time-saving state, is determined to be a "jackpot win", a left-shooting command is issued in the confirmation processing (S1054) within the special symbol / special electric processing (S105) (see Figure 25), and a right-shooting command is issued in the right-shooting state LED processing (S1068) within the display processing (S106) (see Figure 31). Then, in the main-side timer interrupt processing (S005), the special symbol / special electric processing (S105) is performed before the display processing (S106) (see Figure 21). In other words, if the jackpot determination related to the variable display of the special symbol on the 100th time, which is the upper limit of the time-saving state, is "jackpot won", then the left-shoot command and the right-shoot command will be output to the performance control unit 120 in the order of left-shoot command → right-shoot command within the same main timer interrupt processing (S005).

[0262] Next, we will consider the relationship between the timing of the issuance of the OP command by the main control unit 100 and the timing of the issuance of the right-hand shooting command. When the special symbols stop and are displayed when a "jackpot is won," the OP command is issued in the confirmation processing (S1054) within the special symbol / special electric processing (S105) (see Figure 25), and the right-hand shooting command is issued in the right-hand shooting status LED processing (S1068) within the display processing (S106) (see Figure 31). Then, in the main-side timer interrupt processing (S005), the special symbol / special electric processing (S105) is performed before the display processing (S106) (see Figure 21). In other words, when a "jackpot is won" is determined in the jackpot judgment, the OP command and the right-hand shooting command are output to the performance control unit 120 in the same main-side timer interrupt processing (S005) in the order of OP command → right-hand shooting command.

[0263] Next, we will consider the difference between the illumination of the right-shooting lamp 54a and the display of the right arrow image G120, and the display of the large right arrow image G121 and the text image G122. The right-shooting lamp 54a, the right arrow image G120, the large right arrow image G121, and the text image G122 are all illuminated or displayed when the player is in the right-shooting state, and can be said to be effects that encourage the player to shoot the game ball towards the right side of the game area 6. When the main control unit 100 issues / outputs a right-shooting command, the right-shooting state LED 8h starts to light up, and when the effect control unit 120 inputs a right-shooting command, the right-shooting lamp 54a and the right arrow image G120 start to display. Also, when the main control unit 100 issues / outputs a left-shooting command, the right-shooting state LED 8h turns off, and when the effect control unit 120 inputs a left-shooting command, the right-shooting lamp 54a turns off and the right arrow image G120 is hidden (see Figure 41). In other words, the on / off state of the right-hand shooting lamp 54a and the display / hide state of the right-hand arrow image G120 are linked to the on / off state of the right-hand shooting LED 8h. On the other hand, the display of the large right-hand arrow image G121 and the text image G122 are performed during the "opening performance" which is initiated by the input of an OP command in the performance control unit 120, and therefore cannot be said to be linked to the on / off state of the right-hand shooting LED 8h.

[0264] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.

[0265] (1) When the main control unit 100 displays the indicators 8, it outputs a performance command related to the display of the indicators 8 to the performance control unit 120 before starting the display of the indicators 8. This minimizes the discrepancy between the timing of the display of the indicators 8 by the main control unit 100 and the timing of the performance start by the performance control unit 120, allowing players to play with peace of mind.

[0266] (2) When the main control unit 100 lights up the right-hand shooting state LED 8h, it outputs a right-hand shooting command to the performance control unit 120 related to the lighting of the right-hand shooting lamp 54a and the display of the right arrow image G120 before starting to light up the right-hand shooting state LED 8h. This minimizes the discrepancy between the timing of lighting up the right-hand shooting state LED 8h by the main control unit 100 and the timing of lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 by the performance control unit 120, allowing players to play with peace of mind.

[0267] (3) When the main control unit 100 turns off the right-hand shooting LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120. The performance control unit 120 can then perform the effects related to the end of the right-hand shooting state based on the left-hand shooting command, allowing the player to play with peace of mind.

[0268] (4) When the main control unit 100 turns off the right-hand shooting state LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120 that turns off the right-hand shooting lamp 54a and erases the right arrow image G120. This allows the performance control unit 120 to turn off the right-hand shooting lamp 54a and erase the right arrow image G120 in conjunction with the main control unit 100 turning off the right-hand shooting state LED 8h, enabling the player to play with peace of mind.

[0269] (5) When the main control unit 100 turns off the right-hand shooting state LED 8h due to the end of the right-hand shooting state, it outputs a left-hand shooting command to the performance control unit 120 that turns off the right-hand shooting lamp 54a and erases the right arrow image G120. This minimizes the discrepancy between the timing of the main control unit 100 turning off the right-hand shooting state LED 8h and the timing of the performance control unit 120 turning off the right-hand shooting lamp 54a and erasing the right arrow image G120, allowing players to play with peace of mind.

[0270] (6) When the main control unit 100 outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120, the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120, and also performs a "left-shooting confirmation effect" that suggests the end of the right-shooting state, making it easy to understand when the right-shooting state has ended, and allowing players to play with peace of mind.

[0271] (7) When the main control unit 100 performs a variable display of the special symbol for the 100th time, which is the maximum number of times the time-saving state has been reached, it outputs a left-shooting command to the performance control unit 120. The left-shooting command allows the performance control unit 120 to perform the performance related to reaching the maximum number of times the time-saving state has been reached, so that the player can play with peace of mind.

[0272] (8) When the main control unit 100 performs the 100th variable display of the special symbol, which is the upper limit of the number of times the time-saving state is reached, regardless of the result of the jackpot determination related to the 100th variable display of the special symbol, it outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120. This simplifies the processing performed by the main control unit 100 and reduces the processing burden on the main control unit 100.

[0273] (9) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit of the time-saving state, and outputs a left-shooting command to the performance control unit 120 to turn off the right-shooting lamp 54a and erase the right arrow image G120, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "jackpot won", after outputting the left-shooting command, the main control unit 100 outputs a right-shooting command to the performance control unit 120 to turn on the right-shooting lamp 54a and display the right arrow image G120, so that the right-shooting lamp 54a can be turned on again and the right arrow image G120 can be displayed again, allowing the player to play with peace of mind.

[0274] (10) When the main control unit 100 performs the variable display of the special symbol for the 100th time, which is the upper limit of the time-saving state, and outputs a left-shooting command to the performance control unit 120 that turns off the right-shooting lamp 54a and erases the right arrow image G120, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "miss", the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120 and performs a "left-shooting confirmation performance", on the other hand, if the result of the jackpot judgment related to the variable display of the special symbol for the 100th time is "jackpot won", the performance control unit 120 turns off the right-shooting lamp 54a and erases the right arrow image G120, but does not perform a "left-shooting confirmation performance", so that the first large prize slot 14 or the second large prize slot 15 is opened but the player is not turned back to left-shooting, the player is not turned back to left-shooting, and the player is able to play with peace of mind.

[0275] (11) When the main control unit 100 enters a jackpot game state where the player is in a right-handed shooting state, it outputs an OP command related to the "opening performance" to the performance control unit 120, and then outputs a right-handed shooting command related to the lighting of the right-handed shooting lamp 54a and the display of the right arrow image G120 to the performance control unit 120. This prevents the lighting of the right-handed shooting lamp 54a and the display of the right arrow image G120 from occurring before the start of the "opening performance" in which the player recognizes the jackpot game state, allowing the player to play with peace of mind.

[0276] (12) When the main control unit 100 lights up the right-hand shooting LED 8h, it outputs both the OP command related to the "opening performance" and the right-hand shooting command related to lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 to the performance control unit 120 before starting to light up the right-hand shooting LED 8h. This minimizes the discrepancy between the timing of lighting up the right-hand shooting LED 8h by the main control unit 100 and the timing of starting the "opening performance," lighting up the right-hand shooting lamp 54a, and displaying the right arrow image G120 by the performance control unit 120, allowing players to play with peace of mind.

[0277] (13) When the main control unit 100 turns the right-hand shooting state LED 8h on or off, the performance control unit 120 also turns the right-hand shooting lamp 54a on or off and displays the right arrow image G120 on or off in conjunction with the turning on or off of the right-hand shooting state LED 8h. Therefore, the turning on of the right-hand shooting lamp 54a and the display of the right arrow image G120 make it easy to understand that the right-hand shooting state LED 8h is lit, allowing players to play with peace of mind.

[0278] (14) When the main control unit 100 lights up the right-hand shooting LED 8h, in addition to lighting up the right-hand shooting lamp 54a and displaying the right arrow image G120 in conjunction with the lighting up of the right-hand shooting LED 8h, the performance control unit 120 displays the large right arrow image G121 or the character image G122, thereby emphasizing that the player is in the right-hand shooting state and enabling the player to play with peace of mind.

[0279] (15) When the performance control unit 120 turns the right-shooting lamp 54a on / off and displays / hides the right arrow image G120, the right-shooting lamp 54a remains lit without changing until it is turned off, while the right arrow image G120 displays a second image representing a "rightward arrow" in motion, making it easier to understand that the player is in the right-shooting state, and allowing the player to play with peace of mind.

[0280] (16) When the performance control unit 120 lights up the right-hitting lamp 54a, displays the right arrow image G120, and displays the large right arrow image G121, the right-hitting lamp 54a and the right arrow image G120, which are linked to the right-hitting state LED 8h, are lit up and displayed by the input of a right-hitting command from the main control unit 100, while the large right arrow image G121, which is not linked to the right-hitting state LED 8h, is displayed by the input of an OP command from the main control unit 100. Therefore, the timing of lighting up the right-hitting lamp 54a and displaying the right arrow image G120 and the timing of displaying the large right arrow image G121 can be set at different times, which can enhance the enjoyment of the game.

[0281] (17) When the performance control unit 120 displays the large right arrow image G121, it is displayed after the lighting of the right-shooting lamp 54a and the display of the right arrow image G120, and the large right arrow image G121 is displayed larger than the right-shooting lamp 54a and the right arrow image G120, so that the right-shooting state can be effectively emphasized and the enjoyment of the game can be enhanced.

[0282] <Examples of modifications to the basic embodiment and the first embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiments and the following modifications may be deleted as appropriate unless they are described as essential in this specification.

[0283] In the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, it is also possible to have only the right-hit command output to the performance control unit 120 before the right-hit state LED 8h starts to light up.

[0284] Furthermore, in the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, it is also possible to have only the left-hit command output to the performance control unit 120 before the right-hit state LED 8h starts to turn off.

[0285] Furthermore, in the first embodiment, the right-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to light up, and the left-hit command output from the main control unit 100 is output to the performance control unit 120 before the right-hit state LED 8h starts to turn off. However, the right-hit command or the left-hit command may be output to the performance control unit 120 after the right-hit state LED 8h starts to light up, or after the right-hit state LED 8h starts to turn off, to the extent that it does not interfere with gameplay.

[0286] Furthermore, in the first embodiment, when the performance control unit 120 receives a right-hit command, both the right-hit lamp 54a is lit and the right arrow image G120 is displayed. However, it is also possible to have only the right-hit lamp 54a lit, or only the right arrow image G120 displayed.

[0287] Furthermore, in the first embodiment, when the performance control unit 120 receives a left-hit command, a "left-hit confirmation performance" is performed in which the left arrow image G123 is displayed. However, the "left-hit confirmation performance" may be performed by simply turning off the right-hit lamp 54a and erasing the right arrow image G120.

[0288] Furthermore, in the first embodiment, the "high probability high base game state" after "jackpot game Wα" ends when the variable display of the special symbol reaches its upper limit of 100 times (100 times of jackpot determination). However, the upper limit may be less than 100 times or 101 times or more.

[0289] Furthermore, in the first embodiment, the "low probability high base game state" after "jackpot game Xα" ends when the variable display of the special symbol reaches its upper limit of 100 times (100 times of jackpot determination). However, the upper limit may be less than 100 times or 101 times or more.

[0290] Also, in the first embodiment, when the variable display of the special figure for the 100th time, which is the upper limit number of times in the time-saving state, is performed, a left strike command is output from the main control unit 100 regardless of the result of the jackpot determination related to the variable display of the special figure for the 100th time. However, the left strike command may be output from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special figure for the 100th time is "loss".

[0291] Also, in the first embodiment, the right arrow image G120 displayed in the "right strike continuous effect" is composed of a still image of the character "right" and a moving image representing an "arrow pointing to the right". However, all the images constituting it may be moving images.

[0292] Also, in the first embodiment, the moving image of the right arrow image G120 displayed in the "right strike continuous effect" is composed of images that repeat moving from left to right. However, as long as the player can recognize that the display mode is changing, it does not have to be a moving image. For example, the display color of the image representing the "arrow pointing to the right" may be changed every predetermined time.

[0293] Also, in the first embodiment, the right strike lamp 54a displayed in the "right strike continuous effect" is always lit. However, it may be temporarily turned off as long as it does not interfere with the game.

[0294] Also, in the first embodiment, the "arrow effect" and the "aim effect" are performed by inputting an OP command output from the main control unit 100. However, they may be performed by inputting a command other than the OP command. For example, they may be performed by inputting a round command output at the start of the first round game. In this case, the opening of the first major winning port 14 or the second major winning port 15 can be impressed on the player by the "arrow effect" and the "aim effect", and it is possible to enhance the interest of the game.

[0295] Furthermore, in the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed for the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background containing an image that suggests a high probability state may be displayed.

[0296] Furthermore, in the basic embodiment, only the special effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special effect symbols. However, other symbols may also be displayed on the display unit 50a in parallel with the special effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other symbols smaller than the size of the special effect symbols EZ1, EZ2, and EZ3.

[0297] Furthermore, in the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols. However, other symbols may be displayed in parallel with the performance symbols EZ1, EZ2, and EZ3 on a display device other than the image display device 50. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may blink while the performance symbols EZ1, EZ2, and EZ3 are being displayed in a variable manner.

[0298] Furthermore, in the basic embodiment, the first and second special drawings are not displayed variably at the same time, but only one of them is displayed variably. However, the first and second special drawings may be displayed variably at the same time.

[0299] Furthermore, in the basic embodiment, the game progression and the effects are controlled by separate control units, but the game progression and the effects may be controlled by a single control unit. For example, both the game progression and the effects may be controlled by the main control unit 100 alone.

[0300] Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrangement ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).

[0301] <Invention disclosed in the first embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following inventions S to W. In the descriptions of inventions S to W, the names and expressions of the corresponding components in the modes for carrying out the invention described above, and the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention S is a collective term for the following inventions S1 to S2, invention T is a collective term for the following inventions T1 to T2, invention U is a collective term for the following inventions U1 to U4, invention V is a collective term for the following inventions V1 to V2, and invention W is a collective term for the following inventions W1 to W4.

[0302] Furthermore, for example, in the gaming machine described in Japanese Patent Publication No. 2021-151588, a visual cue is displayed to indicate the direction in which the game balls should be launched, and the words "shoot to the right" are displayed on the display unit to encourage the player to enter the game balls into the second starting opening. In such gaming machines, there is room for improvement regarding the indication of the direction in which the game balls should be launched. Therefore, if a gaming machine according to the following inventions S to W is realized, the indication of the direction in which the game balls should be launched will be improved, and players will be able to play the game with peace of mind.

[0303] The gaming machine according to invention S1 is A first control means (main control unit 100) controls the game using a first display means (display devices 8), The system includes a second control means (performance control unit 120) that controls the performance using a second display means (image display device 50, panel lamp 54), The first control means is, It is possible to display a specific indicator (lighting of the right-handed shooting LED 8h) on the first display means that the direction in which the game ball is launched is a specific direction (right), When displaying the aforementioned specific display, it is possible to output a specific command (right-click command) to the second control means before displaying the aforementioned specific display. The second control means is, When the aforementioned specific command is entered, a launch indicator (right arrow image G120, illumination of the right-firing lamp 54a) indicating the specific direction is displayed on the second display means. It is characterized by the following:

[0304] The gaming machine according to invention S2 is, A gaming machine according to invention S1, The first control means is, When the aforementioned specific display is hidden, it is possible to output a non-specific command (left-handed command) to the second control means. The second control means is, If the non-specific command is entered while the aforementioned launch indicator is displayed, the display of the launch indicator will be terminated. It is characterized by the following:

[0305] The gaming machine according to invention T1 is A first control means (main control unit 100) controls the game using a first display means (display devices 8), The system includes a second control means (performance control unit 120) that controls the performance using a second display means (image display device 50), The first control means is, It is possible to display a specific indicator (lighting of the right-handed shooting LED 8h) on the first display means that the direction in which the game ball is launched is a specific direction (right), When the aforementioned specific display is hidden, it is possible to output a non-specific command (left-handed command) to the second control means before the aforementioned specific display is hidden. The second control means is, When the aforementioned specific display is shown, it is possible to display a specific firing indicator (right arrow image G120) that suggests the aforementioned specific direction on the second display means. If the non-specific command is entered while the specific launch indicator is displayed, the display of the specific launch indicator will be terminated. It is characterized by the following:

[0306] The gaming machine relating to invention T2 is, A gaming machine according to invention T1, The second control means is, When the aforementioned non-specific command is entered, the second display means displays a non-specific launch indicator (left arrow image G123) indicating that the launch direction of the game ball is not the aforementioned specific direction. It is characterized by the following:

[0307] The gaming machine relating to invention U1 is, A first control means (main control unit 100) for controlling the game, It includes a second control means (performance control unit 120) for controlling the performance, The first control means is, It is possible to enter a specific game state (time-saving state) in which the game balls are launched in a specific direction (right) until a predetermined number of decisions (100 times) are made as to whether or not to enter the jackpot game state. When the aforementioned determination is performed a predetermined number of times, it is possible to output a predetermined command (left-handed command) to the second control means. The second control means is, In the aforementioned specific game state, it is possible to display a launch indicator (right arrow image G120, illumination of right-shooting lamp 54a) that suggests the specific direction on a predetermined display means (image display device 50, board lamp 54), When the aforementioned launch indicator is displayed and the predetermined command is entered, the display of the launch indicator is terminated. It is characterized by the following:

[0308] The gaming machine relating to invention U2 is, A gaming machine according to invention U1, The first control means is, Regardless of the result of the determination for the predetermined number of times, the predetermined command is output to the second control means. It is characterized by the following:

[0309] The gaming machine relating to invention U3 is, A gaming machine according to invention U2, The first control means is, If, after the predetermined number of determinations, it is determined that the game should enter a jackpot state, a specific command (right-hand shooting command) can be output to the second control means after the predetermined command. The second control means is, When the aforementioned specific command is entered, the firing indicator can be redisplayed on the predetermined display means. It is characterized by the following:

[0310] The gaming machine relating to invention U4 is, A gaming machine relating to invention U3, The second control means is, When the predetermined command is entered, if it is determined that the game will not enter a jackpot state after the predetermined number of checks, an end indicator (left arrow image G123) suggesting a non-specific direction (left) different from the specific direction is displayed on the second display means. On the other hand, if it is determined that the game will enter a jackpot state after the predetermined number of checks, the end indicator is not displayed on the second display means. It is characterized by the following:

[0311] The gaming machine relating to Invention V1 is A first control means (main control unit 100) for controlling the game, It includes a second control means (performance control unit 120) for controlling the performance, The first control means is, When entering a jackpot game state in which the game balls are launched in a specific direction (right), it is possible to output a start command (OP command) indicating the start of the jackpot game state to the second control means, and then output a specific command (right-shoot command) to the second control means. The second control means is, In response to the input of the aforementioned start command, a start display (opening image G107) indicating the start of the jackpot game state is displayed on a specific display means (image display device 50). In response to the input of the aforementioned specific command, a launch indicator (right arrow image G120, illumination of the right-firing lamp 54a) indicating the aforementioned specific direction is displayed on the aforementioned specific display means or on a predetermined display means (panel lamp 54) different from the aforementioned specific display means. It is characterized by the following:

[0312] The gaming machine relating to Invention V2 is, A gaming machine according to invention V1, The first control means is, When the game enters the aforementioned jackpot state, it is possible to display a specific indicator (lighting of the right-hand shooting LED 8h) on a predetermined display means (display devices 8) that indicates the direction in which the game balls are launched is the specific direction. Before displaying the specified indication, the start command and the specified command are output to the second control means. It is characterized by the following:

[0313] The gaming machine relating to invention W1 is, A first control means (main control unit 100) for controlling the game, It includes a second control means (performance control unit 120) for controlling the performance, The first control means is, It is possible to display a specific indicator (lighting of the right-hand shooting LED 8h) on the first display means (display devices 8) that indicates that the direction in which the game ball is launched is a specific direction (right), The second control means is, During the display of the aforementioned specific display, it is possible to display a launch indicator (right arrow image G120, large right arrow image G121, right-firing lamp 54a) that suggests the aforementioned specific direction on the second display means (image display device 50, panel lamp 54). The aforementioned launch indicator includes a first launch indicator (right arrow image G120, illumination of the right-firing lamp 54a) that is linked to the display of the aforementioned specific indicator, and a second launch indicator (large right arrow image G121) that is not linked to the display of the aforementioned specific indicator. It is characterized by the following:

[0314] The gaming machine relating to invention W2 is, A gaming machine relating to invention W1, The first launch indicator includes an indicator whose display mode changes (right arrow image G120) and an indicator whose display mode does not change (lighting of the right-firing lamp 54a). It is characterized by the following:

[0315] The gaming machine relating to invention W3 is, A gaming machine relating to invention W1 or invention W2, The first control means is, It is possible to enter a jackpot state in which the game ball is launched in the aforementioned specific direction. When the game enters the aforementioned jackpot state, the specific display is shown on the first display means, and a first command (right-hand play command) and a second command (OP command) are output to the second control means. The second control means is, The first launch indicator is displayed in response to the input of the first command. The second launch indicator is displayed in response to the input of the second command. It is characterized by the following:

[0316] The gaming machine relating to invention W4 is, A gaming machine relating to invention W3, The second launch indicator is displayed after the first launch indicator and is larger than the first launch indicator. It is characterized by the following:

[0317] <Second Embodiment> The following describes the second embodiment of the pachinko game machine PZ2 in detail. Unless otherwise specified, the configuration described in the section on the basic embodiment above is assumed to apply to the second embodiment of the pachinko game machine PZ2. In other words, the description of the second embodiment will describe configurations that differ from those of the basic embodiment, and configurations that are the same as those of the basic embodiment will be denoted by the same reference numerals and their description will be omitted.

[0318] First, the second large prize slot 15 installed in the game area 6 will be described using Figure 42. As shown in Figure 42, the second large prize slot 15 is equipped with a distribution member 16k capable of distributing game balls. The distribution member 16k is configured to move back and forth by a distribution solenoid (not shown). The distribution solenoid is electrically connected to a game control microcomputer 101, and the game control microcomputer 101 can control the distribution solenoid according to the progress of the game.

[0319] Furthermore, as shown in Figure 42, the inside of the second large prize opening 15 is provided with a specific area 16 and a non-specific area 17 through which a game ball that enters the second large prize opening 15 can pass. The game control microcomputer 101 can move the distribution member 16k forward and backward using a distribution solenoid to set the game ball that enters the second large prize opening 15 to either a first passing state in which the game ball that enters the second large prize opening 15 can pass through the specific area 16, or a second passing state in which the game ball that enters the second large prize opening 15 can pass through the non-specific area 17. Transparent windows made of synthetic resin are provided in front of the specific area 16 and the non-specific area 17, allowing the player to visually confirm whether the game ball that enters the second large prize opening 15 has passed through the specific area 16 or the non-specific area 17.

[0320] Furthermore, the distribution member 16k is normally held in the advanced position to be in the second passing state, and when a minor prize game is played, it moves to the retracted position for a predetermined time (for example, 1.5 seconds) and changes to the first passing state. Details of the operation of the distribution member 16k during a minor prize game will be described later.

[0321] Next, Figure 43 will be used to explain the stop symbols that can be selected by the game control microcomputer 101. The game memory unit 101c of the game control microcomputer 101 stores the special symbol judgment table shown in Figure 43. The game control microcomputer 101 can use the special symbol judgment table to select the stop symbol of special symbol 1 related to the first start opening 11 and the stop symbol of special symbol 2 related to the second start opening 12 (an example of a ball entry opening).

[0322] As shown in Figure 43, the game control microcomputer 101 selects the type of stopping symbol according to the result of the jackpot determination. There are four types of stopping symbols that can be selected when the result of the jackpot determination related to Special Figure 1 is a jackpot win: "jackpot symbol A", "jackpot symbol B", "jackpot symbol C", and "jackpot symbol D". The game control microcomputer 101 selects "jackpot symbol A" 20% of the time, "jackpot symbol B" 20% of the time, "jackpot symbol C" 20% of the time, and "jackpot symbol D" 40% of the time.

[0323] Furthermore, if the result of the jackpot determination related to Special Figure 1 is a miss, one of the types of stopping symbols that is selected is "Miss Symbol A," and the game control microcomputer 101 selects "Miss Symbol A" with a 100% probability.

[0324] Furthermore, when the result of the jackpot determination related to Special Figure 2 is a jackpot win, one of the types of stopping symbols selected is "jackpot symbol E," and the game control microcomputer 101 selects "jackpot symbol E" with 100% accuracy.

[0325] Furthermore, when the result of the jackpot determination related to Special Figure 2 is a minor win, the types of stopping symbols that are selected are "minor win symbol a", "minor win symbol b", and "minor win symbol c". The game control microcomputer 101 selects "minor win symbol a" 34% of the time, "minor win symbol b" 33% of the time, and "minor win symbol c" 33% of the time.

[0326] Furthermore, when the result of the jackpot determination related to Special Feature 2 is a miss, there is a type of stop symbol that is selected called "Miss Symbol B," and the game control microcomputer 101 selects "Miss Symbol B" with 100% accuracy. This Miss Symbol B is a miss symbol that triggers the control of the time-saving state. A miss that triggers the control of the time-saving state is called a special miss. The aforementioned Miss Symbol A is a miss symbol that does not trigger the control of the time-saving state. A miss that does not trigger the control of the time-saving state is called a normal miss.

[0327] In this configuration, the time-saving state includes a slight time-saving state and a normal time-saving state. The normal time-saving state is a state in which winning into the second starting opening 12 is expected frequently, and the base (ratio of winning balls to the number of balls launched) is higher compared to the non-time-saving state (normal game state), i.e., a high-base state. In contrast, the slight time-saving state is a state in which winning into the second starting opening 12 is hardly expected, and the base does not change much compared to the non-time-saving state, i.e., a low-base state. Therefore, in the normal time-saving state, the player plays by shooting to the right, aiming for the ball to enter the second starting opening 12, but in the slight time-saving state, the player plays by shooting to the left, aiming for the ball to enter the first starting opening 11, similar to the non-time-saving state.

[0328] Furthermore, in this configuration, there are three types of normal time-saving states: normal time-saving states 1 to 3. The slightly time-saving state and normal time-saving states 1 to 3 differ from each other in the parameters related to the ease of ball entry into the second start port 12 (winning probability for regular symbols, variation time and stop time of regular symbols, and operation pattern of the opening / closing member 12k related to the second start port 12 (opening pattern of the second start port 12, opening pattern of the electric chute)). This will be explained later.

[0329] In the second embodiment, the probability of the jackpot result being "jackpot win" is set to approximately 1 / 300 in both the lottery related to Special Figure 1 and the lottery related to Special Figure 2. The probability of the jackpot result being "minor win" is set to "0" in the lottery related to Special Figure 1 and to approximately 1 / 7 in the lottery related to Special Figure 2. In the lottery related to Special Figure 2, the jackpot result will always be either a win (jackpot or minor win) or a special miss, and will never be a normal miss. In this embodiment, control to a time-saving state based on a special miss is performed only when the time-saving flag is OFF. The probabilities of "jackpot win," "minor win," and "special miss" can be changed as appropriate.

[0330] Furthermore, in the second embodiment, the maximum number of reserved symbols for Special Feature 1 is set to "4", and the maximum number of reserved symbols for Special Feature 2 is set to "0". The maximum number of reserved symbols for each can be changed as appropriate, within a range that does not interfere with gameplay.

[0331] Next, we will describe the types of jackpot games that the game control microcomputer 101 can execute. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected based on the special symbol judgment table.

[0332] Specifically, if any of the winning symbols A to D are selected, in all cases the game control microcomputer 101 executes a 4-round jackpot game. This jackpot game consists of four rounds in which the first large prize slot 14 is opened, and each round continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.

[0333] Furthermore, if the winning symbol E is selected, the game control microcomputer 101 executes a 10-round jackpot game. This jackpot game consists of 10 rounds in which the first large prize slot 14 is opened, and each round continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.

[0334] Furthermore, if any of the minor winning symbols a to c are selected, in any case the game control microcomputer 101 first executes a minor winning game that opens the second major prize opening 15, and only if the game ball passes through a specific area 16 within the second major prize opening 15 during this minor winning game, it executes a 9-round major winning game. This major winning game consists of 9 rounds in which the first major prize opening 14 is opened, and each round continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first major prize opening 14.

[0335] Therefore, jackpot games with a relatively large number of rounds, such as 10-round or 9-round games, can be said to be more advantageous to the player than jackpot games with a relatively small number of rounds, such as 4-round games. The type of large prize slot used in a jackpot game, the number of rounds, the prescribed opening time of the large prize slot, and the prescribed number of large prize slots can be changed as appropriate. In addition, jackpot games based on passing through a specific area 16 are referred to as two-type jackpot games, and jackpot games based on jackpot symbols are referred to as one-type jackpot games.

[0336] Here, we will explain the details of the minor win game using Figure 44. Figure 44 is a time chart showing the flow of the minor win game. As shown in Figure 44, when any of the minor win symbols a to c are displayed as the stopping symbols of the special symbols, the minor win game is played. Then, in accordance with the start of the minor win game, the pre-opening IT is set first. The pre-opening IT continues until 8000ms have elapsed, and when the pre-opening IT ends, the second large prize pocket 15 opens and the distribution member 16k retracts and enters the first passing state. The opening of the second large prize pocket 15 continues until 2000ms have elapsed, or until 10 game balls have entered the second large prize pocket 15, while the retraction of the distribution member 16k continues until 1500ms have elapsed. Then, when the opening of the second large prize pocket 15 ends, the post-opening IT is set. The post-release IT continues until 2000ms have elapsed, and the mini-win game ends when the post-release IT ends.

[0337] During a minor win, if a game ball enters the second major prize pocket 15, in the first passing state, the distribution member 16k is in the retracted position, so the ball passes through the specific area 16 without flowing down to the non-specific area 17. In the second passing state, the distribution member 16k is in the advanced position, so the ball flows down over the distribution member 16k and passes through the non-specific area 17. If the game ball passes through the specific area 16, a 9-round jackpot game is played, but if the game ball does not pass through the specific area 16, no jackpot game is played.

[0338] In the second embodiment, the first passing state is maintained for most of the time while the second large prize slot 15 is open, so that if a game ball enters the second large prize slot 15, that game ball will pass through the specific area 16 with a high probability. In other words, in the second embodiment, if a minor prize is won, the execution of the big prize game is substantially guaranteed. Alternatively, the time of the first normal state may be shortened so that it becomes more difficult for a game ball that has entered the second large prize slot 15 to pass through the specific area 16.

[0339] Next, the game states that can be controlled by the game control microcomputer 101 will be explained. The types of game states that can be controlled by the game control microcomputer 101 are the low probability low base state and the low probability high base state. The low probability low base state includes the non-time-saving state and the slight time-saving state. The non-time-saving state is also called the low probability low base state 1 (or simply the low base state 1), and the slight time-saving state is also called the low probability low base state 2 (or simply the low base state 2). The low probability high base state includes the normal time-saving states 1 to 3. The normal time-saving state 1 is also called the low probability high base state 1 (or simply the high base state 1), the normal time-saving state 2 is also called the low probability high base state 2 (or simply the high base state 2), and the normal time-saving state 3 is also called the low probability high base state 3 (or simply the high base state 3). The game control microcomputer 101 can control the game to one of these multiple game states depending on the type of stopping symbol selected by the special symbol judgment table (see Figure 43). In the initial state (when powered on), it is controlled to a non-time-saving state.

[0340] As shown in Figure 43, if "Winning Symbol A" is selected by the special symbol judgment table, the game will be controlled to normal time-saving state 1 (high base state 1) after a 4-round jackpot game. If "Winning Symbol B" is selected, the game will be controlled to normal time-saving state 2 (high base state 2) after a 4-round jackpot game. If "Winning Symbol B" is selected, the game will be controlled to normal time-saving state 3 (high base state 3) after a 4-round jackpot game.

[0341] Furthermore, if the special symbol judgment table selects "Big Win Symbol D," the game will be controlled to a non-time-saving state after the 4-round big win game, and will not be controlled to a normal time-saving state. In the second embodiment, the game is controlled to a non-time-saving state after the big win game regardless of the game state when "Big Win Symbol D" is won, but only if the game state when "Big Win Symbol D" is displayed is a normal time-saving state, the game may be controlled to one of normal time-saving states 1 to 3 after the big win game.

[0342] Furthermore, if the special symbol judgment table selects "Big Win Symbol E," the game will be controlled to normal time-saving state 3 (high base state 3) after a 10-round big win game. Also, if the special symbol judgment table selects "Small Win Symbol a" and the game ball passes through a specific area 16 during the small win game, the game will be controlled to normal time-saving state 1 after a 9-round big win game. Also, if the special symbol judgment table selects "Small Win Symbol b" and the game ball passes through a specific area 16 during the small win game, the game will be controlled to normal time-saving state 2 after a 9-round big win game. Also, if the special symbol judgment table selects "Small Win Symbol c" and the game ball passes through a specific area 16 during the small win game, the game will be controlled to normal time-saving state 3 after a 9-round big win game.

[0343] In this mode, all of the normal time-saving states 1 to 3 continue until the number of executions of the variable display of special symbols (special symbol variation) reaches the maximum of 6 (time-saving count). However, if the next jackpot game is played before the number of executions of the special symbol variation reaches the maximum count, the normal time-saving state will end even if the number of executions of the special symbol variation has not reached the maximum count.

[0344] Furthermore, if "Loss Symbol B" (special miss) is selected by the special symbol judgment table, the game state after the display of Loss Symbol B is controlled to one of three states: slight time reduction state, normal time reduction state 1, or normal time reduction state 3, depending on the game state at the time Loss Symbol B (special miss) was selected. Specifically, if the game state at the time Loss Symbol B is selected is normal time reduction state 1, the game may transition to slight time reduction state, where the maximum number of special symbol variations is 6, depending on the display of Loss Symbol B. Also, if the game state at the time Loss Symbol B is selected is normal time reduction state 2, the game may transition to normal time reduction state 1, where the maximum number of special symbol variations is 6, depending on the display of Loss Symbol B. Also, if the game state at the time Loss Symbol C is selected is normal time reduction state 3, the game may transition to normal time reduction state 3, where the maximum number of special symbol variations is 6, depending on the display of Loss Symbol B. In this configuration, the transition to the time-saving state based on losing symbol B is limited to when the time-saving flag is OFF. Therefore, if losing symbol B is selected in the normal time-saving state, the transition to the time-saving state based on that losing symbol B will only occur in the final spin of the normal time-saving state (the special symbol spin that reaches the maximum number of spins).

[0345] In this form, as already mentioned, in the lottery related to Special Figure 2, the result of the jackpot determination will always be either a win (jackpot or small win) or a special miss. Therefore, if the normal time-saving state ends without a jackpot game being played, the stopping symbol of the final spin in that normal time-saving state will always be the miss symbol B. Thus, the type of normal time-saving state the player is in has a significant impact on the outcome of the game. If the player was playing in Normal Time-Saving State 1, they will transition to the Slight Time-Saving State based on drawing the miss symbol B in the final spin. The Slight Time-Saving State is practically no different from the non-Time-Saving State in terms of the benefits the player receives. Therefore, the transition of the game state based on drawing the miss symbol B in Normal Time-Saving State 1 means the end of a state that is advantageous to the player.

[0346] In contrast, if the player was playing in Normal Time-Saving State 2, they will transition to Normal Time-Saving State 1 based on the fact that they drew the losing symbol B in the final spin. Therefore, the player will be able to play in Normal Time-Saving State again for a maximum of 6 special symbol spins. In other words, the player will have another opportunity to execute a jackpot game with a high probability. However, if the player is unable to execute a jackpot game even in this second Normal Time-Saving State, they will transition to a slight time-saving state based on the losing symbol B in the final spin, and the advantageous state for the player will end.

[0347] Furthermore, if you were playing in Normal Time-Saving State 3, you will return to Normal Time-Saving State 3 based on drawing the losing symbol B in the final spin. If you draw the losing symbol B again in the final spin of this second Normal Time-Saving State 3, you will return to Normal Time-Saving State 3 again. In other words, in this form, once you return to Normal Time-Saving State 3, it will repeat until a jackpot is achieved. To put it another way, Normal Time-Saving State 3 is a game state in which the execution of the next jackpot is guaranteed.

[0348] In this configuration, when the normal time-saving state ends based on the number of special symbol variations, the game transitions to a game state corresponding to the type of normal time-saving state ending, depending on the losing symbol B in the special symbol 2 lottery. Therefore, when a player draws a jackpot symbol in the special symbol 1 lottery or a minor jackpot symbol in the special symbol 2 lottery, they become interested in which type of normal time-saving state the game state will be after the jackpot, and in the final variation of the normal time-saving state, they become interested in the type of game state they will transition to. This provides a novel gameplay experience and enhances the enjoyment of the game. In this configuration, of the three types of normal time-saving states, normal time-saving state 3 is the most advantageous, and normal time-saving state 1 is the least advantageous.

[0349] Next, we will explain the time-saving state in more detail using Figure 45. In this configuration, as shown in Figure 45(A), the probability of winning the lottery for regular symbols in each time-saving state (normal time-saving state 1 to 3, slight time-saving state) is the same as the probability of winning the lottery for regular symbols in the non-time-saving state. Specifically, in this configuration, in any of the game states—non-time-saving state, normal time-saving state 1 to 3, and slight time-saving state—the probability of being judged as a winner (winning a regular symbol) in the lottery for regular symbols is set to approximately 99%. In other words, in any game state, the lottery for regular symbols is almost always judged as a win. Note that the configuration may be such that the probability of winning the lottery for regular symbols is higher in the time-saving state than in the non-time-saving state.

[0350] Furthermore, in each time-saving state (normal time-saving states 1-3, slight time-saving state), as shown in Figure 45(B), the time it takes for the regular symbols to change is shorter than in the non-time-saving state. Specifically, in this form, the time it takes for the regular symbols to change is 60 seconds in the non-time-saving state (low probability low base state 1), 1.5 seconds in normal time-saving state 1 (low probability high base state 1), 1.2 seconds in normal time-saving state 2 (low probability high base state 2), 1.0 seconds in normal time-saving state 3 (low probability high base state 3), and 30 seconds in slight time-saving state (low probability low base state 2). The time it takes for the regular symbols to stop is 0.5 seconds in all game states.

[0351] Furthermore, in each time-saving state (normal time-saving states 1 to 3, slight time-saving state), as shown in Figure 45(C), the opening time of the second start port 12 (start port related to the electric tuner) in auxiliary play becomes longer than in the non-time-saving state. Specifically, in this configuration, the opening time of the second start port 12 is 0.05 seconds per time in the non-time-saving state (low probability low base state 1), 2.0 seconds in normal time-saving state 1 (low probability high base state 1), 2.2 seconds in normal time-saving state 2 (low probability high base state 2), 2.5 seconds in normal time-saving state 3 (low probability high base state 3), and 0.1 seconds in slight time-saving state (low probability low base state 2).

[0352] Furthermore, in the time-saving state, as shown in Figure 45(C), the number of times the second start port 12 opens during auxiliary play may be greater than in the non-time-saving state. Specifically, in this configuration, the second start port 12 opens once in the non-time-saving state and the slight time-saving state, but twice in the normal time-saving states 1 to 3.

[0353] In the non-time-saving state, if a regular symbol is drawn, it is almost always a win. However, the time it takes for a regular symbol to change is long at 60 seconds, and the opening of the second starting gate 12 in the auxiliary game is extremely short, only 0.05 seconds, once. Therefore, in the non-time-saving state, even if you play using the right-hand shooting method (a shooting method that allows the game ball to pass through gate 13), it is almost impossible to expect the ball to enter the second starting gate 12.

[0354] In contrast, in normal time-saving states 1-3, a win is almost guaranteed if a regular symbol is drawn, the variation time for regular symbols is short, about 1 to 1.5 seconds, and the opening of the second start port 12 during auxiliary play is sufficiently long, with two openings of about 2.5 to 2.0 seconds each. Therefore, in normal time-saving states 1-3, by playing with the right-hand side, it is possible to frequently win in the second start port 12. In other words, normal time-saving states 1-3 are game states with settings that make it easier to win in the second start port 12 compared to non-time-saving states.

[0355] On the other hand, in the slightly shortened time state, if a regular symbol is drawn, it is almost always a win, but the regular symbol's movement time is long at 30 seconds, and the opening of the second start opening 12 in auxiliary play is short, only once for 0.1 seconds. Therefore, in the slightly shortened time state, although various parameters related to the ease of entering the second start opening 12 (winning probability of the regular symbol draw, regular symbol movement time and stop time, and the opening pattern of the second start opening 12) are set to make it easier to enter the second start opening 12 compared to the non-shortened time state, even if you play with right-hand shooting, you can hardly expect to enter the second start opening 12.

[0356] Thus, in non-shortened and slightly shortened time states, since it is unlikely that the ball will enter the second starting opening 12 even if the player shoots to the right, the player will proceed with the game by shooting to the left. On the other hand, in normal shortened time states 1 to 3, the ball will frequently enter the second starting opening 12 by shooting to the right, so the player will proceed with the game by shooting to the right. In terms of parameters, the ease of entering the second starting opening 12 in normal shortened time states 1 to 3 is set so that it is the most difficult for the ball to enter, and normal shortened time state 3 is set so that it is the easiest for the ball to enter, but the difference is extremely small, and there is no significant difference in the ease of entering the second starting opening 12 in each normal shortened time state.

[0357] Furthermore, the low base state, which is a non-time-saving state, is an example of a normal game state, and the high base state, which is a normal time-saving state, is an example of an easy ball entry state. And normal time-saving state 3 is an example of the first easy ball entry state, and normal time-saving state 2 is an example of the second easy ball entry state.

[0358] Next, Figure 46 will be used to explain the special symbol variation patterns (special symbol variation patterns). In low base states (non-time-saving states and slightly-time-saving states), the lottery for special symbol 1 is mainly conducted, while in high base states (normal time-saving state 1, normal time-saving state 2, and normal time-saving state 3), the lottery for special symbol 2 is mainly conducted. In low base states (non-time-saving states and slightly-time-saving states), the game control microcomputer 101 selects the special symbol variation pattern related to special symbol 1 according to the special symbol variation pattern determination table shown in Figure 46(A). On the other hand, in high base states (normal time-saving state 1, normal time-saving state 2, and normal time-saving state 3), the microcomputer selects the special symbol variation pattern related to special symbol 2 according to the special symbol pattern determination table shown in Figure 46(B).

[0359] When the microcomputer 101 for game control uses the special symbol variation pattern determination table shown in Figure 46(A), it selects the type of variation pattern related to special symbol 1 (special symbol 1 variation pattern) based on the result of the jackpot determination, the result of the symbol type determination, the result of the reach determination, and the number of special symbol reserved balls.

[0360] Specifically, if the jackpot judgment result is "jackpot won," regardless of which of the jackpot symbols A to D the symbol type judgment result is, the special symbol variation pattern "P1" will be selected 90% of the time, and the special symbol variation pattern "P2" will be selected 10% of the time. Also, if the jackpot judgment result is "miss" and the reach judgment result is "reach present," the special symbol variation pattern "P4" will be selected 10% of the time, and the special symbol variation pattern "P5" will be selected 90% of the time. Furthermore, if the jackpot judgment result is "miss" and the reach judgment result is "no reach," if the number of reserved balls in special symbol 1 is 2 or less, the special symbol variation pattern "P6" with a variation time of 13 seconds will be selected, and if the number of reserved balls in special symbol 1 is 3 or 4, the special symbol variation pattern "P7" with a variation time of 8 seconds will be selected.

[0361] "P1" is an SP jackpot variation that develops into an SP reach and ultimately announces a jackpot win, while "P2" is an N jackpot variation that does not develop into an SP reach and announces a jackpot win with a normal reach. Furthermore, "P3" is an SP miss variation that develops into an SP reach and ultimately announces a miss, and "P4" is an N miss variation that does not develop into an SP reach and announces a miss with a normal reach.

[0362] Furthermore, when the game control microcomputer 101 uses the special symbol variation pattern determination table shown in Figure 46(B), it selects the type of variation pattern related to special symbol 2 (special symbol 2 variation pattern) based on the result of the jackpot determination and the result of the symbol type determination.

[0363] Specifically, if the result of the jackpot determination is "jackpot won," the special symbol variation pattern "P11" is selected with 100% probability. Also, if the result of the jackpot determination is "minor win," regardless of which of the minor win symbols a-c the result of the symbol type determination is, the special symbol variation pattern "P12" is selected with 100% probability. Also, if the result of the jackpot determination is "miss," the special symbol variation pattern "P13" is selected with 100% probability.

[0364] Furthermore, "P11" is an SP jackpot variation in which an SP reach is performed and a jackpot is ultimately announced, "P12" is an SP minor win variation in which an SP reach is performed and a minor win is ultimately announced, and "P13" is an SP miss variation in which an SP reach is performed and a miss is ultimately announced. When the "P12" special symbol variation pattern is selected, the special symbol stops for a longer time than in other cases because, during this stop time, an effect is performed to encourage the launch of game balls towards a specific area 16 within the second large prize entry point 15. Also, when the "P13" special symbol variation pattern is selected as the special symbol variation pattern for the final variation of the normal time-saving state, the variation effect based on this special symbol variation pattern will perform an SP reach that branches to a failure (miss announcement) result, followed by an effect that suggests the next game state to transition to based on the miss symbol B (special miss). This allows the player to recognize the transition destination after the end of the normal game state. This effect will be described later.

[0365] Next, the operation of the game control microcontroller 101 will be explained based on Figures 47 to 55.

[0366] [Main Control Processing] When the power to the pachinko game machine PZ2 is turned on, the game control microcontroller 101 executes the main control processing shown in Figure 47. As shown in the figure, in the main control processing, the game control microcontroller 101 first performs initial settings (step S3001). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU, setting SIO, PIO, CTC (circuit for managing interrupt times), and resetting various flags, status and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the initial settings (S3001) are executed only once after power-on and are not executed thereafter.

[0367] Following the initial setup (S3001), interrupts are disabled (S3002), and the main random number update process for normal and special symbols (S3003) is executed. In this main random number update process for normal and special symbols (S3003), random numbers related to special symbols (such as jackpot random numbers used for jackpot determination, symbol type random numbers used for symbol type determination, reach random numbers used for determining whether a reach is possible, and special symbol variation pattern random numbers used for determining special symbol variation patterns) and random numbers related to normal symbols (such as win random numbers used for determining normal symbol wins) are updated. Note that each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0368] When the normal and special symbol main random number update process (S3003) is completed, interrupts are enabled (S3004). While interrupts are enabled, the main timer interrupt process (S3005) can be executed. The main timer interrupt process (S3005) is executed, for example, at a 4 msec cycle. Between the completion of the main timer interrupt process (S3005) and the start of the next main timer interrupt process (S3005), the update process of various counter values ​​by the normal and special symbol main random number update process (S3003) is repeatedly executed.

[0369] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S3005) will be explained. As shown in Figure 48, in the main timer interrupt processing (S3005), the game control microcontroller 101 first executes output processing (S3101). In output processing (S3101), the commands etc. set in each of the processes described below are output to the performance control unit 120, etc.

[0370] In the input processing (S3102) that follows the output processing (S3101), detection signals detected by various detection sensors attached to the pachinko game machine PZ2 are read and stored as prize ball information. The number of prize balls awarded for each prize entry point is set to a predetermined value, for example, 2 balls for the second start entry point 12. However, the number of prize balls awarded for each prize entry point can be changed as appropriate.

[0371] The next process, the normal and special symbol main random number update process (S3103), is the same as the normal and special symbol main random number update process (S3003) performed in the main control process in Figure 47. Following the normal and special symbol main random number update process (S3103), the sensor detection process (S3104), normal operation process (S3105), special operation process (S3106), distribution member control process (S3107), and specific area sensor detection process (S3108) are executed. After that, other processes (S3109) are executed to terminate the main-side timer interrupt process (S3005). As an example of the other processes (S3109), a predetermined display (one of the display units 8) is controlled to display the number based on the number of reserved balls in Figure 1.

[0372] In the sensor detection process (S3104), various random numbers related to the lottery for special symbol 1 are obtained based on the entry of the first start opening 11, various random numbers related to the lottery for special symbol 2 are obtained based on the entry of the second start opening 12, and random numbers related to the lottery for regular symbols are obtained based on the passage of the game ball through gate 13.

[0373] Furthermore, in the normal operation processing (S3105), if there is a memory of the random number related to the lottery of the normal symbols, the machine determines whether the normal symbols are a winning combination based on that random number, displays the variation of the normal symbols based on the determination result, and finally displays the normal symbols in a stopping pattern that indicates the determination result. If the displayed normal symbols are winning symbols, an auxiliary game is executed to open the second start opening 12.

[0374] The special drawing operation processing (S3106) will be described later.

[0375] Furthermore, in the distribution member control process (S3107), if a minor win game is being played based on the stop display of a minor win symbol, the distribution member 16k is activated in a predetermined operating pattern.

[0376] Furthermore, in the specific area sensor detection process (S3108), it is determined whether a valid passage through the specific area 16 occurred during a minor win game, and if so, the V flag is turned ON.

[0377] [Special Operation Processing] In the special operation processing (S3106), the microcomputer 101 for game control divides the processing related to special symbols and big prize slots (first big prize slot 14 and second big prize slot 15) into five stages, as shown in Figure 49, and assigns a "special operation status 1, 2, 3, 4, 5" to each of these stages. When the "special operation status" is "1" (YES in S3201), the special symbol waiting processing (S3202) is performed. When the "special operation status" is "2" (NO in S3201, YES in S3203), the special symbol variation processing (S3204) is performed. When the "special operation status" is "3" (NO in both S3201 and S3203, YES in S3205), the special symbol confirmation processing ( If the "Special Operation Status" is "4" (NO in S3201, S3203, and S3205, and YES in S3207), perform Special Electric Mechanism Processing 1 as a jackpot game (S3208). If the "Special Operation Status" is "5" (NO in S3201, S3203, S3205, and S3207), perform Special Electric Mechanism Processing 2 as a minor win game (S3209). The default setting for the Special Operation Status is "1".

[0378] In the special symbol standby process (S3202), if the game control microcomputer 101 has stored random numbers related to the special symbols, it performs various checks based on those random numbers, such as jackpot determination, symbol type determination, reach determination, and special symbol variation pattern determination, and starts displaying the variation of the special symbols based on the results of these checks.

[0379] In the special symbol variation processing (S3204), the game control microcomputer 101 monitors whether the variation time for the variation display of the special symbol has elapsed, and if the variation time has elapsed, it displays the special symbol as stopped.

[0380] [Special Symbol Confirmation Process] As shown in Figure 50, in the special symbol confirmation process (S3206), the game control microcomputer 101 first determines whether the special symbol's stop time (see Figure 46) has elapsed (S3301). If it has not elapsed (NO in S3301), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S3301), the game state management process described later is performed (S3302).

[0381] Next, it is determined whether the jackpot flag (a flag that is turned ON when a jackpot is determined in the jackpot judgment) is ON or OFF (S3303). If the jackpot flag is ON (YES in S3303), the special operation status is set to "4" (S3304). Then, the game control microcomputer 101 determines whether the time-saving flag (a flag that is turned ON when in time-saving state) is ON or OFF (S3305). If it is not ON, it proceeds to step S3307, but if it is ON, it turns OFF the time-saving flag (S3306) and proceeds to step S3307. As a result, the game is controlled to be in a non-time-saving state (low base state 1) while the jackpot game is being played.

[0382] In step S3307, the game control microcomputer 101 sets the opening command for the jackpot game in order to start the jackpot game. Then, it starts the opening of the jackpot game (S3308). Following step S3308, the game control microcomputer 101 sets the opening pattern according to the type of jackpot symbol that was won (S3309). At this time, the value of the jackpot opening counter, which counts the number of times the jackpot opening during the special game is opened, is set to a value according to the type of jackpot symbol that was won. Note that the setting of the opening pattern (setting of data according to the opening pattern) may be performed for each round.

[0383] On the other hand, if the jackpot flag is not ON in step S3303 (NO in S3303), then it is determined whether the minor jackpot flag (a flag that is turned ON when a minor jackpot is determined in the jackpot determination) is ON or not (S3310). If the minor jackpot flag is ON (YES in S3310), the special operation status is set to "5" (S3311). Note that if the minor jackpot flag is ON, the time reduction flag is not turned OFF even if it is ON. After that, in order to start the minor jackpot game, the opening command for the minor jackpot is set (S3312), and the opening of the minor jackpot game is started (S3313).

[0384] Following step S3313, the game control microcomputer 101 sets an opening pattern corresponding to the type of winning small prize symbol (S3314). At this time, the value of the large prize opening counter is set to a value corresponding to the type of winning small prize symbol.

[0385] If the minor win flag is not ON in step S3310 (NO in S3310), neither the big win game nor the minor win game will start, so the special operation status is set to "1" (S3316) and this process ends.

[0386] [Game State Management Processing] As shown in Figure 51, in the game state management processing (S3302), the game control microcomputer 101 first determines whether the time-saving flag is ON or OFF (S3401). If it is not ON, it proceeds to step S3410. If it is ON, it decrements the value of the time-saving counter, which counts the number of special symbol variations (display of special symbols) performed during the time-saving state, by 1 (S3402), and determines whether the value of the time-saving counter is "0" (S3403). If it is not "0", it proceeds to step S3410. If it is "0", it turns the time-saving flag OFF (S3404), performs game state flag update processing (S3405), and proceeds to step S3410.

[0387] In the game state flag update process (S3405), the value of the game state flag is updated to the value corresponding to the current game state. As shown in the table in Figure 51, the value of the game state flag is set to "1" if it is a non-time-saving state (low base state 1), to "2" if it is a normal time-saving state 1 (high base state 1), to "3" if it is a normal time-saving state 2 (high base state 2), to "4" if it is a normal time-saving state 3 (high base state 3), and to "5" if it is a slight time-saving state (low base state 2). In this game state flag update process (S3405), since the time-saving flag has been turned OFF, the value of the game state flag is set to "1", which corresponds to a non-time-saving state (low base state 1).

[0388] In step S3410, it is determined whether the time-saving flag is OFF or not. If the time-saving flag is not OFF, the process proceeds to step S3420. If the time-saving flag is OFF, the process then proceeds to determine whether the special symbol that is stopped is "Loss Symbol B" (S3411). That is, it is determined whether it is a special miss or not. If it is not a special miss (Loss Symbol B), the process proceeds to step S3420. If it is a special miss, the time-saving flag is turned ON (S3412). Then, the number of time-saving rounds in the transition destination game state, which is determined according to the game state at the time the symbol type determination that it is Loss Symbol B is made (at the start of the variation of the special symbol related to the current stop display) (see Figure 43), is set in the time-saving counter (S3413). Subsequently, the game control microcomputer 101 performs a game state flag update process (S3414) and proceeds to step S3420.

[0389] In this game state flag update process (S3414), since the time-saving flag has been turned ON based on the special miss, if this special miss (miss symbol B) was drawn in normal time-saving state 1, the value of the game state flag is set to "5", which corresponds to the slight time-saving state (low base state 2). This controls the game to the slight time-saving state. Also, if the special miss (miss symbol B) that was stopped and displayed this time was drawn in normal time-saving state 2, the value of the game state flag is set to "2", which corresponds to normal time-saving state 1 (high base state 1). This controls the game to normal time-saving state 1. Also, if the special miss (miss symbol B) that was stopped and displayed this time was drawn in normal time-saving state 3, the value of the game state flag is set to "4", which corresponds to normal time-saving state 3 (high base state 3). This controls the game to normal time-saving state 3. In this configuration, regardless of whether the game is controlled to a slightly shortened time state, normal shortened time state 1, or normal shortened time state 3, the value of the time-saving counter is set to "6" in step S3413 described above. In this configuration, each time-saving state ends when either a predetermined upper limit number of special symbol changes (time-saving count) are performed, or the next jackpot game is executed.

[0390] Thus, in this configuration, control to a time-saving state based on a special miss occurs only when the game is not in a time-saving state (when the answer is YES in step S3410). In this configuration, the game state management process (S3302) first performs a process to determine whether to terminate the time-saving state (steps S3401 to S3405), and then performs a process to determine whether to control to a time-saving state based on a special miss (steps S3410 to S3414). Therefore, for example, if a special miss (miss symbol B) is displayed during the final spin of Special Symbol 2, which is the last spin of normal time-saving states 1 to 3, the game will transition from normal time-saving states 1 to 3 to a non-time-saving state in steps S3401 to S3405, and then transition from the non-time-saving state to either a slight time-saving state, normal time-saving state 1, or normal time-saving state 3 in steps S3410 to S3414.

[0391] In step S3420, the game control microcontroller 101 sets a game state specification command that includes information about the game state flag (i.e., information about the current game state). When this command is output, the performance control unit 120 is notified of the information about the current game state.

[0392] [Special Electric Mechanism Processing 1 (Big Win Game)] Special Electric Mechanism Processing 1 is a process for executing big win games, such as a Type 1 big win game based on a big win symbol, or a Type 2 big win game based on passing through a specific area 16 in a minor win game based on a minor win symbol. As shown in Figure 52, in Special Electric Mechanism Processing 1 (S3208), it is first determined whether the big win end flag is ON or not (S3501). The big win end flag is a flag that indicates that the opening of the first big prize entry point 14 has been completed in the big win game.

[0393] If the jackpot end flag is not ON (NO in S3501), it is determined whether the first jackpot entry point 14 is open or not (S3502). If it is not open (NO in S3502), it is determined whether it is time to open the first jackpot entry point 14, that is, whether the time for the jackpot opening has elapsed and it is time to start opening the first jackpot entry point 14, or whether the interval between openings has elapsed and it is time to start the next opening (S3503).

[0394] If the result of step S3503 is NO, the process ends there. On the other hand, if the result of step S3503 is YES, the first large prize slot 14 is opened according to the set opening pattern (S3504).

[0395] If the first large prize slot 14 is open in step S3502 (YES in S3502), it is determined whether the number of balls that have entered the first large prize slot 14 in that round of play (unit opening play) has reached the prescribed maximum number of balls (10 in this form) (S3505). If the prescribed number of balls has not been reached (NO in S3505), it is determined whether it is time to close the first large prize slot 14 (i.e., whether a predetermined opening time has elapsed since the first large prize slot 14 was opened) (S3506). If the opening time for the first large prize slot 14 has not elapsed (NO in S3506), this process is terminated.

[0396] In contrast, if the prescribed number of winning entries has been reached (YES in S3505) or if the opening time for the first large prize slot 14 has elapsed (YES in S3506), that is, if either of the two opening termination conditions is met, the first large prize slot 14 is closed (blocked) (S3507). Then, the value of the large prize slot opening counter is decremented by 1 (S3508), and it is determined whether the value of the large prize slot opening counter is "0" or not (S3509). If it is not "0" (NO in S3509), the process ends as is in order to start the next opening.

[0397] On the other hand, if the result is "0" (YES in S3509), the jackpot ending command is set (S3510) and the jackpot ending is started (S3511) in order to end the jackpot game. Then, the jackpot end flag is set and the process is completed (S3512).

[0398] Furthermore, if the jackpot completion flag is ON in step S3501 (YES in S3501), the opening of the first jackpot entry point 14 in the jackpot game has been completed, so it is determined whether or not the jackpot ending time has elapsed (S3513). If the ending time has not elapsed (NO in S3513), the process is terminated. On the other hand, if the ending time has elapsed (YES in S3513), the jackpot completion flag is turned OFF (S3514) and the jackpot flag is turned OFF (S3515). Then, after setting the special operation status to "1" (S3516), the game state setting process described later (S3517) is performed, and this process is terminated.

[0399] [Game State Setting Process] As shown in Figure 53, in the game state setting process (S3517), it is first determined whether the winning symbol (jackpot symbol or minor win symbol) that triggered the execution of this jackpot game is a symbol that triggers control to the time-saving state (see Figure 43) (S3601). If the result of this determination is NO, the process proceeds to step S3604. If the result of this determination is YES, the time-saving flag is turned ON (S3602), the number of time-saving rounds according to the type of winning symbol (see Figure 43) is set in the time-saving counter (S3603), and the process proceeds to step S3604.

[0400] In step S3604, the game control microcomputer 101 performs a game state flag update process (S3604). In the game state flag update process (S3604), the value of the game state flag is set to a value corresponding to the current game state. Specifically, in this game state flag update process (S3604), if the type of symbol that triggered the jackpot game is "jackpot symbol A" or "minor jackpot symbol a", the value of the game state flag is set to "2", which corresponds to normal time-saving state 1. If the type of symbol that triggered the jackpot game is "jackpot symbol B" or "minor jackpot symbol b", the value of the game state flag is set to "3", which corresponds to normal time-saving state 2. Furthermore, if the symbol type that triggered this jackpot was "jackpot symbol C", "jackpot symbol E", or "minor jackpot symbol c", the value of the game state flag will be set to "4", which corresponds to normal time-saving state 3. Also, if the symbol type that triggered this jackpot was "jackpot symbol D", the value of the game state flag will be set to "1", which corresponds to non-time-saving state.

[0401] As a result of the execution of steps S3601 to S3604, the game state after this jackpot game will be either normal time-saving state 1 to 3 or non-time-saving state. Note that normal time-saving state 1 to 3 will end when either a predetermined maximum number of special symbol changes (time-saving rounds) are performed, or the next jackpot game is executed.

[0402] Next, the game control microcomputer 101 sets a game state specification command that includes information on the game state flag (i.e., information on the current game state) and completes this process (S3605). The game state specification command also includes information on the set number of time-saving rounds. When this command is output, the performance control unit 120 is notified of the information on the current game state.

[0403] [Special Electric Mechanism Processing 2 (Small Win Game)] Special electric mechanism processing 2 is a process for executing a small win game that opens the second large prize slot 15 equipped with a specific area 16. As shown in Figures 54 and 55, special electric mechanism processing 2 (S3209) first determines whether the small win termination flag is ON or not (S3701). The small win termination flag is a flag that indicates that the opening of the second large prize slot 15 has ended in the small win game.

[0404] If the minor win termination flag is not ON (NO in S3701), it is determined whether the second major prize slot 15 is open or not (S3702). If it is not open (NO in S3702), it is determined whether the time to open the second major prize slot 15 has arrived, that is, whether the predetermined pre-opening IT (pre-opening interval) has elapsed and it is time to start opening the second major prize slot 15 (S3703).

[0405] If the result of step S3703 is NO, the process ends. On the other hand, if the result of step S3703 is YES, the second large prize slot 15 is opened according to the opening pattern corresponding to the type of winning small prize symbol (S3704).

[0406] If the second large prize slot 15 is open in step S3702 (YES in S3702), it is determined whether the number of prizes that have entered the second large prize slot 15 has reached the prescribed maximum number of prizes (10 in this form) (S3705). If the prescribed number of prizes has not been reached (NO in S3705), it is determined whether it is time to close the second large prize slot 15 (i.e., whether the prescribed opening time has elapsed since the second large prize slot 15 was opened) (S3706). If the opening time for the second large prize slot 15 has not elapsed (NO in S3706), this process is terminated.

[0407] In contrast, if the prescribed number of winning entries has been reached (YES in S3705) or if the opening time for the second large winning slot 15 has elapsed (YES in S3706), that is, if either of the two opening termination conditions is met, the second large winning slot 15 is closed (blocked) (S3707). Then, the value of the large winning slot opening counter is decremented by 1 (S3708), and the small win termination flag is set (S3709), and this process is completed.

[0408] Furthermore, if the minor win termination flag is ON in step S3701 (YES in S3701), as shown in Figure 55, it is determined whether the predetermined time after closing IT (closing interval) of the second major prize entry point 15 in the minor win game has elapsed (S3710). If the closing interval has not elapsed (NO in S3710), the process ends. On the other hand, if the closing interval has elapsed (YES in S3710), the minor win termination flag is turned OFF (S3711), the minor win flag is turned OFF (S3712), and the process proceeds to step S3713.

[0409] In step S3713, it is determined whether the V flag is ON or OFF. The V flag is a flag that indicates that a game ball has passed through a specific area 16 that is valid during the execution of a minor win game. If this V flag is not ON (NO in S3713), the two types of major win games are not executed, so the value of the major prize opening counter is cleared to "0" (S3714), and the special operation status is set to "1" (S3715) to end the process.

[0410] On the other hand, if the V flag is ON (YES in S3713), the game control microcomputer 101 turns OFF the V flag (S3717), turns ON the jackpot flag (S3718), and sets the special operation status to "4" (S3719) in order to execute the two-type jackpot game. Next, if the time-saving flag is ON (YES in S3720), it turns OFF the time-saving flag (S3721). After that, the game control microcomputer 101 sets the jackpot opening command (S3722) and starts the jackpot opening (S3723). This transitions the game from a minor win game, in which the second large prize entry point 15 is opened for a short period of time, to a two-type jackpot game.

[0411] Next, the operation of the microcontroller 121 for performance control will be explained based on Figures 56 to 59.

[0412] [Sub-control main processing] When the pachinko game machine PZ2 is powered on, the microcontroller 121 for performance control executes the sub-control main processing shown in Figure 56. As shown in the figure, the sub-control main processing first performs power-on processing corresponding to the power being turned on (S4001). In the power-on processing, for example, settings such as CPU settings, SIO, PIO, CTC (circuit for managing interrupt time) are set.

[0413] Next, interrupts are disabled (S4002), and the random number update process is executed (S4003). In the random number update process (S4003), the values ​​of the various random number counters used for determining various effects are updated. As an example, the method for updating the random number counters used for determining various effects can be the same as the random number update process performed by the game control microcontroller 101 described above.

[0414] When the random number update process ends, the command transmission process is executed (S4004). In the command transmission process (S4004), the effect control microcomputer 121 transmits various commands set in the transmission buffer of the effect storage unit 121b to an image control means (not shown) that controls the display image of the display unit 50a. The image control means that has received the command displays an image on the display unit 50a (performs various effects by means of the image). Note that the effect control microcomputer 121 causes the speaker 52 to output sound (perform various sound effects by means of sound), causes the board lamp 54 and the frame lamp 53 to emit light (perform various light emission effects by means of light emission), and causes the board movable body 55k and the frame movable body  58k to operate (perform various movable body effects by means of movement), together with the various effects performed by the image control means. In this way, various effects (variable effects, hold effects, movable body effects, operation effects, pre-reading effects, other notice effects, opening effects associated with jackpot games, round effects, ending effects, small win effects, customer waiting effects, control of effect modes, etc.) are realized.

[0415] Subsequently, the effect control microcomputer 121 permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, it becomes possible to execute the reception interrupt process (S4010), the 1 ms timer interrupt process (S4011), and the 10 ms timer interrupt process (S4012).

[0416] The reception interrupt process (S4010) is executed each time various commands sent from the game control microcomputer 101 are input to the effect control microcomputer 121. In the reception interrupt process (S4010), the effect control microcomputer 121 stores various commands received by being transmitted by the output process (S3101) of the game control microcomputer 101 in the reception buffer of the effect storage unit 121b. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0417] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the microcontroller 121 for performance control. In the 1ms timer interrupt processing (S4011), as shown in Figure 57, the input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in sequence.

[0418] In the input processing, operations on the player-operable control section, such as the normal button 40 and special button 41, are detected, and commands are set or performance data is created according to the detection results. In the light emission data output processing, based on the performance data created in the input processing and the performance data creation processing described later, light emission data (lamp data) is output to light up lamps such as the frame lamp 53 and the board lamp 54 at timings that match the image-based performances. In other words, the performance control microcontroller 121 lights up the frame lamp 53 and the board lamp 54 in a predetermined light emission pattern according to the light emission data. In the movable body control processing, based on the performance data created in the input processing and the performance data creation processing described later, drive data is output to perform a movable body performance by operating movable bodies such as the board movable body 55k and the frame movable body 58k at predetermined timings. In other words, the performance control microcontroller 121 performs a movable body performance by operating the board movable body 55k and the frame movable body 58k in a predetermined operating pattern according to the drive data. In the watchdog timer processing, the watchdog timer reset setting is performed.

[0419] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the microcontroller 121 for performance control. In the 10ms timer interrupt processing (S4012), as shown in Figure 58, the received command analysis processing (S4201), performance timer update processing (S4202), voice control processing (S4203), and performance data creation processing (S4204) described later are performed in sequence.

[0420] In the received command analysis process, the command stored in the receive buffer of the performance memory unit 121b is analyzed by the receive interrupt process (S4010), and processing corresponding to that command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, the timers for measuring the time related to each performance are updated. For example, in the performance timer update process, the start and end timings of the operation validity period of the operation units such as the normal button 40 and the special button 41 are measured. In the voice control process, voice data (data that controls the output of sound from the speaker 52) is created and output based on the processing results of the input processing and received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0421] Here, we will explain an example of the processing that occurs when the performance control microcontroller 121 receives a command from the game control microcontroller 101. The command received by the performance control microcontroller 121 is a variation start command (special figure 1 variation start command or special figure 2 variation start command). When the performance control microcontroller 121 determines in the received command analysis process (S4201) that it has received a variation start command, as a variation start command reception processing, it selects a variation performance pattern (sub-variation pattern) based on the special figure variation pattern indicated by the command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the transmission buffer. For example, if the special figure variation pattern indicated by the variation start command is an SP variation (variation pattern associated with an SP reach), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the transmission buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.) is executed to realize the variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-announcement effects, so-called notification effects associated with the variation, and control of the effect mode.

[0422] [Received Command Analysis Processing] Next, the received command analysis processing (S4201) will be described in detail with reference to Figure 59. In the received command analysis processing (S4201), the performance control microcomputer 121 first determines whether or not it has received a start-up entry command (a command notifying of entry into the first start-up opening 11 or the second start-up opening 12) from the game control microcomputer 101, as shown in Figure 59 (S4401). If it has received the command, it performs the pre-read performance determination processing (S4402). In the pre-read performance determination processing (S4402), the start-up entry command is analyzed, and based on the analysis results, a lottery is held for pre-read performances such as so-called reserve change announcements and consecutive announcements, and a pre-read performance start command is set according to the lottery results.

[0423] Next, the microcontroller 121 for controlling the game's presentation determines whether or not it has received a game state specification command (S4403), and if it has, it performs a presentation mode update process (S4404). In the presentation mode update process (S4404), the game state specification command is analyzed, and based on the analysis results, a presentation mode is selected, and a presentation mode setting command is set to set the presentation mode according to the selected mode.

[0424] Here, as shown in the table in Figure 59, during the performance mode update process, the performance control microcontroller 121 sets the game state to normal performance mode if the game state indicated by the game state specification command is "non-time-saving state" or "slight time-saving state". The performance control microcontroller 121 also sets the game state to RUSH performance mode if the game state indicated by the game state specification command is "normal time-saving state 1", "normal time-saving state 2", or "first normal time-saving state 3" (in other words, normal time-saving state 3 triggered by a winning symbol). Furthermore, the performance control microcontroller 121 sets the game state to guaranteed win performance mode if the game state indicated by the game state specification command is "second or subsequent repeating normal time-saving state 3" (in other words, normal time-saving state 3 triggered by a special miss). The game state specification command includes information indicating whether the time-saving state is based on a winning symbol or a special miss. The performance control microcomputer 121 will use this information to decide whether to set the game to the RUSH performance mode or the guaranteed win performance mode. The performance control microcomputer 121 will also count the number of reserved symbols for Special Symbol 1 and Special Symbol 2 based on the reception of the start winning command and the start of the variation command. Each performance mode will be explained in detail later.

[0425] Next, the microcontroller 121 for performance control determines whether or not it has received a variation start command from the microcontroller 101 for game control (S4405), and if it has received it, it performs the variation performance start process (S4406). In the variation performance start process (S4406), the variation start command is analyzed, and based on the analysis result, a variation performance pattern (content) is selected. Then, a variation performance start command is set to start the variation performance with the selected variation performance pattern. The content of the variation performance in the final variation of the normal time-saving state will be described later.

[0426] Next, the microcontroller 121 for performance control determines whether or not it has received a variation stop command from the microcontroller 101 for game control (S4407), and if it has received it, it performs variation performance termination processing (S4408). In the variation performance termination processing (S4408), the variation stop command is analyzed, and based on the analysis result, a variation performance termination command is set to definitively stop and display the performance symbols EZ1, EZ2, and EZ3.

[0427] Next, the microcontroller 121 for performance control determines whether or not it has received an opening command from the microcontroller 101 for game control (S4409). If it has received the command, it performs an opening performance selection process (S4410). In the opening performance selection process (S4410), the opening command is analyzed, and based on the analysis results, a pattern (content) of the opening performance to be executed during the opening of the special game is selected. Then, an opening performance start command is set to start the opening performance using the selected opening performance pattern.

[0428] Next, the microcontroller 121 for performance control determines whether or not it has received an ending command from the microcontroller 101 for game control (S4411). If it has received the command, it performs the ending performance selection process (S4412). In the ending performance selection process (S4412), the ending command is analyzed, and based on the analysis results, the pattern (content) of the ending performance to be executed during the ending of the jackpot game is selected. Then, the ending performance start command is set to start the ending performance using the selected ending performance pattern.

[0429] Next, the microcontroller 121 for performance control determines whether or not it has received a V-pass command (a command that notifies the occurrence of V-passing) from the microcontroller 101 for game control (S4413), and if it has received it, it performs the V-pass notification performance start process (S4414). In the V-pass notification performance start process (S4414), a V-pass notification performance start command is set to start the V-pass notification performance. The V-pass notification performance is a performance to notify the player that V-passing (passing into a specific area 16) has occurred. In this embodiment, it is a performance that displays a predetermined V-pass notification image (for example, a character image showing the letter "V") on the display unit 50a. In this pachinko game machine PZ2, which executes two types of jackpot games based on passing into a specific area 16, the display of the character image "V" as a V-pass notification performance also has the meaning of notifying a jackpot win. Note that the V-pass notification performance may also be in other forms, such as outputting a special sound effect from the speaker 52.

[0430] Next, as part of the other processing (S4415), processing is performed based on received commands other than those mentioned above, and the received command analysis process is completed.

[0431] Next, the gameplay flow in the PZ2 pachinko machine of this form will be explained based on Figure 60. As shown in Figure 60, first, in the non-time-saving state (low base state 1), the game is played by shooting to the left, aiming to win a jackpot based on the lottery in Special Figure 1. In the non-time-saving state, the game is controlled to the normal performance mode.

[0432] If you win a jackpot in the lottery for Special Feature 1, if the type of jackpot symbol is "jackpot symbol A", after the 4R jackpot game, you will transition to normal time-saving state 1 (high base state 1) with 6 rounds of time-saving play. If the type of jackpot symbol is "jackpot symbol B", after the 4R jackpot game, you will transition to normal time-saving state 2 (high base state 2) with 6 rounds of time-saving play. If the type of jackpot symbol is "jackpot symbol C", after the 4R jackpot game, you will transition to normal time-saving state 3 (high base state 3) with 6 rounds of time-saving play (see Figure 43). If the type of jackpot symbol is "jackpot symbol D", after the 4R jackpot game, you will return to a non-time-saving state.

[0433] In normal time-saving states 1-3, the game is played by shooting to the right, aiming for a big win based on the lottery in Special Symbol 2 (mainly a big win based on passing through a specific area 16 after winning a small win). In this mode, it is not possible to accumulate Special Symbol 2 reserves. Therefore, it is possible to receive the lottery for Special Symbol 2 for 6 rounds of time-saving. When transitioning to normal time-saving states 1-3 (excluding transitioning to normal time-saving state 3 based on a special miss), the game is controlled to RUSH performance mode.

[0434] In this configuration, the probability of winning a minor prize in the lottery for Special Figure 2 is approximately 1 / 7. Furthermore, in this configuration, if a minor prize is won based on the lottery for Special Figure 2, the game is configured to always proceed to a major prize game as long as the game is played correctly (see Figure 44). Therefore, the actual probability of winning a major prize in the lottery for Special Figure 2 can be said to be approximately 1 / 7. Thus, since the fluctuations in Special Figure 2 are actually more likely to result in a major prize than the fluctuations in Special Figure 1, the fluctuations in Special Figure 2 are referred to as "chance fluctuations".

[0435] In the lottery for Special Figure 2, if a minor win is achieved and then a jackpot of type 2 is achieved, if the type of minor win symbol is "minor win symbol a", after a jackpot game of 9 rounds, the game transitions to normal time-saving state 1 with 6 rounds of time-saving. If the type of minor win symbol is "minor win symbol b", after a jackpot game of 9 rounds, the game transitions to normal time-saving state 2 with 6 rounds of time-saving. If the type of minor win symbol is "minor win symbol c", after a jackpot game of 9 rounds, the game transitions to normal time-saving state 3 with 6 rounds of time-saving (see Figure 43). Also, in the lottery for Special Figure 2, if jackpot symbol E (the so-called direct jackpot) is achieved, after a jackpot game of 10 rounds, the game transitions to normal time-saving state 3 with 6 rounds of time-saving.

[0436] In this configuration, the result of the lottery in Special Feature 2 is selected from among a big win, a small win, and a special miss (miss symbol B) (see Figure 43). In other words, it is never determined to be a normal miss in the lottery for Special Feature 2. Therefore, as long as you are playing correctly, if you do not win a small or big win and the normal time-saving state 1-3 ends, you will always win a special miss in the final spin of the normal time-saving state 1-3.

[0437] In this form, if a special miss (miss symbol B) is drawn in the final spin of the normal time-saving state, the type of time-saving state to which the player transitions based on that special miss will differ depending on the type of game state at the time the special miss was determined. Specifically, if a special miss (miss symbol B) is drawn in the final spin of normal time-saving state 1, the player will transition to a slightly time-saving state (low base state 2) with 6 time-saving spins. The slightly time-saving state is not a game state in which entry into the second start opening 12 can be expected frequently. In the slightly time-saving state, the player will proceed with the game by shooting to the left, just like in the non-time-saving state, aiming to win a jackpot based on the lottery of special symbol 1. Also, in the slightly time-saving state, the game is controlled to the normal performance mode, just like in the non-time-saving state. The slightly time-saving state ends when the special symbol is displayed 6 times without winning a jackpot. In this case, the player will transition to the non-time-saving state.

[0438] Furthermore, if a special miss (miss symbol B) is drawn in the final spin of the normal time-saving state 2, the game transitions to normal time-saving state 1, which has 6 time-saving spins. In other words, by transitioning to normal time-saving state 1, the player can obtain up to 6 more chance spins. This gives the player another chance to execute a jackpot game with a higher probability than the lottery in special symbol 1, allowing them to try again to win a jackpot game with a high probability. However, if a jackpot game is not won even in normal time-saving state 1, the game will transition to a slight time-saving state based on the special miss in the final spin. In other words, the reset to normal time-saving state as a second chance is only performed once.

[0439] Furthermore, if a special miss (miss symbol B) is drawn in the final spin of the normal time-saving state 3, the game transitions to normal time-saving state 3 with 6 time-saving spins. Even if a jackpot game cannot be executed in normal time-saving state 3 controlled based on a special miss, drawing a special miss in the final spin will set the game back to normal time-saving state 3. In other words, in this mode, normal time-saving state 3 is repeated many times until a jackpot game is executed. To put it another way, normal time-saving state 3 is a game state in which it is guaranteed that the benefits of the high base state will continue until the next jackpot is won. In this mode, in the lottery of special symbol 2, there is a probability of winning a minor win of approximately 1 / 7, and if a minor win is won, it is always possible to pass the game ball through specific area 16. Therefore, normal time-saving state 3 can be said to be a state in which the next jackpot is practically guaranteed. In this mode, normal time-saving state 3, which is set based on a special miss, is controlled to a guaranteed win mode. A specific situation is when the normal time-saving state practically continues until the next jackpot game. By being controlled into the "guaranteed win" mode, it becomes clear that a specific situation has occurred.

[0440] In this configuration, if a jackpot is not achieved in normal time-saving states 1 to 3, the final spin will transition to one of the following states based on a special miss: slight time-saving state, normal time-saving state 1, or normal time-saving state 3. Transitioning to the slight time-saving state effectively marks the end of the advantageous state, transitioning to normal time-saving state 1 means receiving the benefits of the normal time-saving state one more time, and transitioning to normal time-saving state 3 means receiving the benefits of the normal time-saving state until a jackpot is won. Therefore, players are very interested in which normal time-saving state they have transitioned to, and also very interested in which game state they will transition to next in the final spin of a normal time-saving state where a jackpot was not achieved. Thus, the excitement of winning a jackpot is enhanced, as is the excitement of the end of the normal time-saving state.

[0441] Next, examples of the effects in the pachinko game machine PZ2 of this form will be explained based on Figures 61 and 62. First, the effects modes will be explained. An effects mode is a manner of effects using the image display device 50, speaker 52, panel lamp 54, and frame lamp 53, etc. Depending on the effects mode, for example, the characters, items, background images, etc. displayed on the image display device 50 will differ, and the variable effects using the effects symbols EZ1, EZ2, and EZ3 will also be executed in a manner corresponding to the effects mode.

[0442] The performance modes of this form include a normal performance mode in which the daytime background image G300 shown in Figure 61(A) is displayed, a RUSH performance mode in which the normal nighttime background image G301 shown in Figure 61(B) is displayed, and a guaranteed win performance mode in which the special nighttime background image G302 (a background image that combines the normal nighttime background image and an image of stars) shown in Figure 61(C) is displayed.

[0443] T...

Claims

1. In a game equipped with game control means capable of determining whether or not a win is achieved based on the fulfillment of predetermined conditions, The aforementioned game control means is If the result of the above determination is a win, a special game can be played. If a control condition is met, which includes the condition that the number of times the result of the judgment in the unfavorable game state results in a specific win reaches a predetermined number of times, then after the end of the special game, the game can be controlled to a favorable game state that is more advantageous to the player than the unfavorable game state. A gaming machine characterized in that, if the aforementioned control conditions are not met, the machine can be controlled to the unfavorable game state after the special game ends.

2. In the gaming machine described in claim 1, It features a variable ball entry slot that allows for changes in how easily the game balls can enter, The aforementioned unfavorable game state and the aforementioned favorable game state are game states in which it is easier for game balls to enter the variable ball entry point than in the normal game state. A gaming machine characterized in that the advantageous game state is a game state with a higher continuation rate than the disadvantageous game state.

3. In the gaming machine described in claim 2, The aforementioned game control means is A gaming machine characterized by being able to substantially continue controlling the advantageous gaming state from the time it is controlled to the advantageous gaming state until the result of the judgment in the next round is a win and the special game is executed.

4. In the gaming machine described in claim 1, The aforementioned game control means is If the aforementioned control conditions are not met, the game can be controlled to the advantageous game state after the special game ends. A gaming machine characterized in that, when the control conditions are met, the machine is more likely to be controlled to the advantageous game state after the special game ends than when the control conditions are not met.

5. In the gaming machine described in claim 4, The aforementioned unfavorable game state includes a first unfavorable game state and a second unfavorable game state that is different from the first unfavorable game state. A gaming machine characterized in that, when the control condition is not met in the second unfavorable game state, the game is more likely to be controlled to the favorable game state after the special game ends than when the control condition is not met in the first unfavorable game state.

6. In a gaming machine according to any one of claims 1 to 5, The aforementioned specific win is a win in which the game state after the end of the special game is controlled to the disadvantageous game state, The game machine is characterized in that the control condition may be met when the number of times the result of the determination in the unfavorable game state becomes the specific win reaches the predetermined number of times.

Citation Information

Patent Citations

  • Game machine

    JP2018088993A