Gaming machine

JP2026166368APending Publication Date: 2026-10-14SOPHIA CO LTD
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Patent Information

Application Number
JP2025059253
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-10-14

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Benefits of technology

【0007】 本発明によれば、遊技興趣を向上することができる。

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Abstract

To improve the enjoyment of gaming. [Solution] The present invention enables the execution of a predetermined notification effect when a specific special game is played, and after the special game has ended, if a specific special game is to be played based on the judgment information stored in the storage means, the execution of the predetermined notification effect is restricted, and an effect corresponding to the specific special game is to be played.
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Description

Technical Field

[0001] The present invention relates to a game machine such as a pachinko game machine.

Background Art

[0002] Recently, there has been a game machine that, when a plurality of jackpots occur consecutively, stops and displays, for example, a 3000 symbol to make the plurality of consecutive jackpots appear as if they are a single jackpot (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Meanwhile, when a plurality of consecutive jackpots are executed, there is still room for further improvement in enhancing the amusement of the game.

[0005] In view of such actual circumstances, the present invention aims to enhance the amusement of the game.

Means for Solving the Problems

[0006] A game machine according to the present invention is a game machine that executes a symbol game based on satisfaction of a predetermined condition and is capable of executing a special game advantageous to a player, comprising: storage means for storing determination information acquired based on the satisfaction of the predetermined condition; and effect control means for controlling effects, wherein the effect control means is capable of executing a predetermined notification effect when a specific special game is to be executed, and when the specific special game is to be executed based on the determination information stored in the storage means after the special game ends, restricts execution of the predetermined notification effect and enables execution of an effect corresponding to the specific special game.

Effects of the Invention

[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is an external front view of the gaming machine of the present invention. [Figure 2] This is an external rear view of the gaming machine of the present invention. [Figure 3] This is a front view of the game board of the present invention. [Figure 4] This is a block diagram of the gaming machine of the present invention. [Figure 5] This figure shows the (A-1) special symbol win determination table (first start gate), (A-2) special symbol win determination table (second start gate), and (B) normal symbol win determination table of the present invention. [Figure 6] This diagram shows (A) the special symbol determination table (1) first starting point, (A) the special symbol determination table (2) second starting point, (B) the normal symbol determination table, and (C) the round details for each winning special symbol according to the present invention. [Figure 7] This figure shows the special pattern variation table for the present invention. [Figure 8] This is a diagram showing the command table (1 / 2) of the present invention. [Figure 9] This figure shows the command table (2 / 2) of the present invention. [Figure 10] This flowchart shows the main processing of the main control board of the present invention. [Figure 11] This flowchart shows the timer interrupt processing for the main control board of the present invention. [Figure 12] This flowchart shows the input SW detection process of the present invention. [Figure 13] This is a flowchart showing the first start port detection process of the present invention. [Figure 14] This flowchart shows the special pattern-related processing of the present invention. [Figure 15] This flowchart shows the special pattern variation start process of the present invention. [Figure 16] This is a flowchart showing the special symbol variation in-progress processing of the present invention. [Figure 17] This is a flowchart showing the jackpot game processing of the present invention. [Figure 18] This is a flowchart showing the limit function operation monitoring processing of the present invention. [Figure 19] This is a flowchart showing the effect control board main processing of the present invention. [Figure 20] This is a flowchart showing the effect control board timer interrupt processing of the present invention. [Figure 21] This is a flowchart showing the main command reception processing (1 / 2) of the present invention. [Figure 22] This is a flowchart showing the winning-time icon determination processing of the present invention. [Figure 23] This is a flowchart showing the main command reception processing (2 / 2) of the present invention. [Figure 24] This is a diagram showing the variation effect pattern table of the present invention. [Figure 25] This is a diagram showing (a) the winning notification effect execution presence / absence determination table and (b) the details of the winning notification effect of the present invention. [Figure 26] This is a diagram showing the advance notice determination table 1 (pre-reach advance notice) of the present invention. [Figure 27] This is a diagram showing the dialogue advance notice determination table of the present invention. [Figure 28] This is a diagram showing the button vibration advance notice determination table of the present invention. [Figure 29] This is a diagram showing the advance notice determination table 2 (during-reach advance notice) of the present invention. [Figure 30] This is a diagram showing the logo advance notice determination table of the present invention. [Figure 31] This is a diagram showing the car group advance notice determination table of the present invention. [Figure 32] This is a diagram showing (a) the advance notice determination table 3 (during-super reach advance notice_conversation advance notice) of the present invention, and (b) the advance notice determination table 4 (during-super reach advance notice_cut-in advance notice) of the present invention. [Figure 33] (c) This diagram shows the prediction decision table 5 (judgment during super reach) of the present invention, and (d) This diagram shows the performance button decision table. [Figure 34] This figure shows an embodiment of the dialogue preview of the present invention. [Figure 35] This figure shows an embodiment of the button vibration notification system of the present invention. [Figure 36] This figure shows an example of the logo preview for the present invention. [Figure 37] This figure shows an embodiment of the vehicle group preview according to the present invention. [Figure 38] This figure shows an embodiment of the cut-in preview of the present invention. [Figure 39] This figure shows an embodiment of the judging presentation of the present invention. [Figure 40] This figure shows one of three aspects of the conversation preview method of the present invention. [Figure 41] This figure shows an embodiment (2 / 3) of the conversation preview method of the present invention. [Figure 42] This figure shows an embodiment (3 / 3) of the conversation preview method of the present invention. [Figure 43] This figure shows an embodiment of the jackpot game entry judgment sequence (jackpot judgment) of the present invention. [Figure 44] This figure shows an embodiment of the milestone acquisition display during a jackpot game according to the present invention. [Figure 45] This diagram illustrates the (a) milestone acquisition display, (b) display restrictions, (c) relationship with cumulative acquisition information, and (d) relationship with the limit function activation pre-notification of the present invention. [Figure 46] This figure shows (a) example of movable body operation 1, (b) example of movable body operation 2, and (c) example of movable body operation 3 of the present invention. [Figure 47] This figure shows the details of the first example of the movable body operation of the present invention. [Figure 48] This figure shows details of the movable body operation example 2 of the present invention. [Figure 49] This figure shows the details of the movable body operation example 3 of the present invention. [Figure 50] This figure shows the details of the illumination panel display of the present invention. [Figure 51] This figure shows another example of the illumination panel display of the present invention. [Figure 52] This figure shows the specific jackpot notification method of the present invention. [Figure 53] This figure shows the presentation during the RUSH mode of the present invention. [Figure 54] This figure shows the animation sequence that occurs when entering a specific jackpot according to the present invention. [Figure 55] This figure shows the mode of pre-notification of limit function activation according to the present invention. [Figure 56] This figure shows the details of the pre-notification of limit function activation according to the present invention. [Figure 57] This figure shows the pre-notification method for limit function activation during a jackpot and the notification method when the limit function is activated according to the present invention. [Figure 58] This is an explanatory diagram 1 relating to the pre-notification of limit function activation of the present invention. [Figure 59] This is an explanatory diagram 2 relating to the pre-notification of limit function activation of the present invention. [Figure 60] This is an explanatory diagram 1 relating to the pre-notification of the activation of the limit function during a jackpot according to the present invention. [Figure 61] This is an explanatory diagram 2 relating to the pre-notification of the activation of the limit function during a jackpot according to the present invention. [Figure 62] This is explanatory diagram 3 relating to the pre-notification of the activation of the limit function during a jackpot according to the present invention. [Figure 63] This is an explanatory diagram relating to the termination of the pre-notification of limit function activation in the present invention. [Figure 64] This figure shows (a) the customization screen while waiting for customers and (b) the customization screen during changes according to the present invention. [Figure 65] This is explanatory diagram 1 showing the BGM selection screen while customers are waiting and the BGM selection screen while it is changing, according to the present invention. [Figure 66] This is explanatory diagram 2 showing the BGM selection screen while customers are waiting and the BGM selection screen during changes according to the present invention. [Figure 67] This is a timing chart 1 illustrating the customization settings and BGM selection during the symbol variation game of the present invention. [Figure 68] This is a timing chart 2 illustrating the customization settings and BGM selection during the symbol variation game of the present invention. [Figure 69] This is a timing chart 3 illustrating the customization settings and BGM selection during the symbol variation game of the present invention. [Figure 70] This is a timing chart 4 illustrating the customization settings and BGM selection during the symbol variation game of the present invention. [Figure 71] This is an explanatory diagram 1 relating to the award announcement presentation of the present invention. [Figure 72] This is an explanatory diagram 2 relating to the award announcement presentation of the present invention. [Figure 73] This is an external front view of a sealed-type gaming machine according to the present invention. [Modes for carrying out the invention]

[0009] The embodiments of the present invention will be described below in detail with reference to the drawings, using the pachinko game machine 1 as an example. In the following description, "front," "rear," "left," "right," "up," and "down" refer to the pachinko game machine 1 shown in Figure 1 as viewed from the player's side.

[0010] As shown in Figure 1, the pachinko game machine 1 has an outer frame 2 for installation on a game machine island in a game parlor, an inner frame 3 pivotally supported by the outer frame 2 and detachably holding the game board 6, a glass frame 4 pivotally supported by the inner frame 3 and facing the front of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a receiving tray member 5 pivotally supported by the inner frame 3 and located below the glass frame 4, capable of storing game balls. The pachinko game machine 1 shown in Figure 1 is a game machine capable of dispensing game balls to the player.

[0011] The central frame 3 is equipped with a launching device for launching game balls into the game area 7 of the game board 6, and a launching handle 8 is provided to operate this launching device. The launching handle 8 can be grasped by the player and rotated within a predetermined range, and the amount of rotation can be adjusted to control the launching strength when launching game balls into the game area 7. For example, when rotated by a first amount (first launching strength), game balls are launched to the left side of the game area 7 (game area 7a) (so-called "left-handed shooting" is possible), and when rotated by a second amount, which is greater than the first amount (second launching strength), game balls are launched to the right side of the game area 7 (game area 7b) (so-called "right-handed shooting" is possible). Game area 7a forms a predetermined path, and game area 7b forms a specific path.

[0012] The launch handle 8 is equipped with a handle touch sensor. This handle touch sensor turns ON when the launch handle 8 is held by the player, and this ON signal is input to the payout control board 300. This allows the system to determine that the launch handle 8 is being held by the player.

[0013] The glass frame 4 is equipped with a light-emitting device 9 (lamp, LED, etc.), which allows the pachinko game machine 1 to be decorated with light. For example, in the special symbol win detection process, if a special symbol win is detected, the device can emit rainbow-colored light to indicate that a special symbol win has occurred.

[0014] The light-emitting device 9 includes an LED for the performance button 14. The LED for the performance button is located inside the performance button 14 and is covered from above by a transparent cover, making its illumination pattern visible. For example, the LED for the performance button can emit light in white, blue, green, red, and rainbow colors.

[0015] Furthermore, a speaker 10 is provided in the upper part of the glass frame 4, which can output background music, voices, and sound effects. For example, when the normal game state is controlled, background music corresponding to the normal game state can be output, and when the time-saving game state is controlled, background music corresponding to the time-saving game state can be output. A lower speaker (not shown) is provided in the lower part of the glass frame 4, which can output voices and sound effects.

[0016] The light-emitting device 9 and speaker 10 are capable of issuing an abnormality notification when an abnormality occurs in the pachinko game machine 1. For example, the light-emitting device 9 can emit light in a light-emitting pattern specifically for abnormality notification, and the speaker 10 can output voice or warning sounds that notify the specific details of the abnormality.

[0017] The receiving tray member 5 consists of an upper receiving tray 5a and a lower receiving tray 5b. When the amount of game balls stored in the upper receiving tray 5a exceeds a certain amount, the game balls are dispensed into the lower receiving tray 5b. The receiving tray member 5 is also equipped with a ball release button 11 for discharging the game balls stored in the upper receiving tray 5a into the lower receiving tray 5b at the end of the game, a ball dispensing button 12 for requesting the game ball dispensing device to dispense game balls, a card return button 13 for requesting the return of a prepaid card or membership card inserted into the slot of the game ball dispensing device, a balance display unit 12a for displaying the balance of the prepaid card or membership card, and a ball dispensing available lamp 12b for indicating that ball dispensing is possible by operating the ball dispensing button 12.

[0018] Furthermore, the receiving tray member 5 is provided with an effect button 14 and an effect lever 15, which can be operated by the player when an action prompting the player to operate each operating means is performed. The effect button 14 and the effect lever 15 may be provided independently or as a single unit.

[0019] Furthermore, one or both of the performance button 14 and the performance lever 15 may be equipped with a vibration device to cause them to vibrate. For example, they may vibrate as a pre-announcement effect, or they may vibrate to notify that the game is transitioning to a jackpot. In addition, only one of the performance button 14 and the performance lever 15 may be provided, multiple of one of them may be provided, or multiple of each may be provided.

[0020] Furthermore, the effective operation period for the performance lever 15 may be set simultaneously with the effective operation period for the performance button 14, or vice versa. For example, if the performance lever 15 is operated while the performance button 14 is being prompted to be operated, it may be determined that an input for operating the performance lever 15 has been received, and the corresponding performance may be executed.

[0021] Furthermore, the tray member 5 is provided with a directional pad 16 for performing customization settings, BGM selection, mode selection, and activating the menu screen to perform operations corresponding to each menu.

[0022] Furthermore, the receiving tray member 5 is equipped with a volume / brightness adjustment button 50 that can be operated by the player to adjust the volume of music (BGM), voices, and sound effects output from the speaker 10, and the light intensity emitted from the light-emitting device 9. Although the directional pad buttons 16 and the volume / brightness adjustment button 50 are provided separately, it is also possible to provide only the directional pad buttons 16 and allow volume and brightness adjustment using the directional pad buttons 16.

[0023] Next, the configuration of the rear side of the pachinko game machine 1 will be explained based on Figure 2. The rear side of the pachinko game machine 1 is equipped with various control boards, such as the main control board 100, the performance control board 200, the payout control board 300 and payout device 304, and the power supply board 400 (more precisely, these various control boards are mounted on the rear of the inner frame 3).

[0024] Furthermore, the main control board 100 is equipped with a RAM clear switch 105. The RAM clear switch 105 is a switch used to initialize the game information that is overwritten when a game is played in the area of ​​the main RAM 103. For example, if the arcade closes while the game is in a time-saving game state, the arcade staff can press the RAM clear switch 105 while turning on the power to clear the game information of the time-saving game state, allowing the game to start from the normal game state when the arcade opens the next day.

[0025] Furthermore, the RAM clear switch 105 also serves as a switch for switching between setting values ​​when the setting has been changed. For example, if there are six setting values, pressing the RAM clear switch 105 once while setting value "1" is displayed on the display unit 104 will switch from setting value "1" to setting value "2", pressing the RAM clear switch 105 once more will switch from setting value "2" to setting value "3", and so on, with each subsequent press of the RAM clear switch 105 switching to setting value "4", setting value "5", setting value "6", and so on. When setting value "6" is displayed on the display unit 104, pressing the RAM clear switch 105 once will switch from setting value "6" to setting value "1". Although the RAM clear switch 105 is provided on the main control board 100, it may also be provided on the power supply board 400, or directly on the middle frame 3, as long as it is possible to input to the main control board 100.

[0026] Furthermore, the main control board 100 is provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of several setting values. Specifically, when a setting change key managed by an employee of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from vertical to horizontal), and the power to the pachinko machine 1 is turned ON (power SW 400a is turned ON) while pressing the RAM clear switch 105 mentioned above, the machine enters a setting change state where a setting value can be set.

[0027] The setting change keyhole 31 is also used to check the currently set setting value. Specifically, when a setting change key managed by an employee of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power to the pachinko machine 1 is turned ON (power switch SW400a is turned ON), the machine enters a setting confirmation state in which the setting value can be checked.

[0028] The setting change keyhole 31 can be rotated by a setting change key, and for example, the main CPU 101 can detect three positions (states) in the vertical, horizontal, and diagonal directions. Although the setting change keyhole 31 is provided on the main control board 100, its location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.

[0029] Furthermore, the main control board 100 is equipped with a display unit 104. The display unit 104 displays the set value when the setting has been changed or when the setting has been confirmed. If the setting has not been changed or when the setting has not been confirmed, it displays game performance information calculated using a formula such as "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100".

[0030] Game performance information is calculated every interrupt (for example, every 4ms) when the settings are not changed or confirmed (for example, when the timer interrupt process is permitted), and at predetermined display timings (for example, every 5 seconds), the current section and the past three sections (the section before, the section before, and the section before) can be displayed. In other words, the display switches as follows: display of the current section → predetermined time elapsed (5 seconds elapsed) → display of past section (1) → predetermined time elapsed (5 seconds elapsed) → display of past section (2) → predetermined time elapsed (5 seconds elapsed) → display of past section (3) → predetermined time elapsed (5 seconds elapsed) → display of the current section.

[0031] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or a transparent synthetic resin material, and an image display device 26 is detachably assembled to the back side. The game board 6 has a game area 7 on which game balls can roll, and an outer rail member 18 and an inner rail member 19 are formed to guide the game balls launched from the launching device into the game area 7.

[0032] Furthermore, the game area 7 includes a gate member 20 through which game balls can pass, a first starting opening 21 into which game balls can enter, a stage 17 to facilitate entry of game balls into the first starting opening 21, a second starting opening 22 into which game balls can enter, a regular prize opening 23 into which game balls can enter, a large prize opening 24 into which game balls can enter when a jackpot game is being played, an outlet 25 for discharging game balls that do not enter any of the prize openings to the outside of the game area (game ball discharge trough), an upper movable body 28a and a lower movable body 28b that move vertically, and other components such as game nails and windmills.

[0033] In this embodiment, the entry of a game ball into the first starting opening 21, the second starting opening 22, the regular prize opening 23, and the large prize opening 24 may be referred to as "winning" or "ball entry," and the entry of a game ball into the first starting opening 21 and the second starting opening 22 may be referred to as "starting prize entry."

[0034] The game area 7 has a game area 7a (a game area where players play left-handed) formed to the left of the center (dotted line C) and a game area 7b (a game area where players play right-handed) formed to the right of the center.

[0035] The gate member 20 is located in the right-center part of the game area 7, and allows game balls to pass through when game balls are launched to the right side of the game area 7, a so-called "right-handed shooting" technique. It also has a permanent opening at the top, always allowing game balls to pass through. When a game ball passes through the gate member 20 and is detected by the gate detection SW20a, a "passage gate detection process" is performed, followed by a "normal symbol hit determination process" to determine whether or not to extend the protruding member provided at the second start opening 22. After the normal symbol variation time has elapsed, a "normal symbol variation game" is executed, which derives the result of the normal symbol hit determination process. Note that the gate member 20 may also be located in the left-center part of the game area 7.

[0036] When a regular symbol variation game is being played based on a ball passing through the gate member 20, if another game ball passes through the gate member 20, the execution of that regular symbol variation game is suspended. Up to four games can be suspended in addition to the regular symbol variation game that is currently being played. Specifically, the main RAM 103 is provided with a hold memory area for normal symbol variation games. This hold memory area consists of a "current variation memory area" corresponding to the currently varying normal symbol variation game, a "first memory area" corresponding to the normal symbol variation game to be played after the currently varying normal symbol variation game has finished, and then a "second memory area," a "third memory area," and a "fourth memory area." When the currently varying normal symbol variation game finishes, the judgment information (each random value) stored in the "first memory area" is moved to the "current variation memory area," the judgment information stored in the "second memory area" is moved to the "first memory area," the judgment information stored in the "third memory area" is moved to the "second memory area," the judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty.

[0037] The first starting port 21 is located in the center of the game area 7. When the game ball is launched to the left of the game area 7, so-called "left-handed shooting," the game ball can enter the port. When the game ball is launched to the right, so-called "right-handed shooting," the game ball cannot enter the port. It is also always open upwards, allowing the game ball to enter at all times. When a game ball enters the first starting port 21 and is detected by the first starting port detection SW21a, for example, if "3" game balls are dispensed as prize balls, and if any of the reserve memory areas are empty in addition to the prize balls, a special symbol win determination process is performed, the special symbol and decorative symbols are displayed in a variable manner, and after the variable time has elapsed, the result of the special symbol win determination process is derived (confirmed display) and the "symbol variation game" is executed.

[0038] When a symbol variation game is being played based on a ball entering the first starting port 21, if another game ball enters the first starting port 21, the execution of the symbol variation game based on that ball is suspended. Up to four symbol variation games can be suspended in addition to the one currently in progress.

[0039] Specifically, the main RAM 103 is provided with a reserved memory area for symbol variation games. This reserved memory area consists of a "variation memory area" corresponding to the currently changing symbol variation game, a "first memory area" corresponding to the symbol variation game to be played after the currently changing symbol variation game has finished, and then a "second memory area," a "third memory area," and a "fourth memory area." When the currently changing symbol variation game finishes with judgment information stored in all reserved memory areas, the judgment information stored in the "first memory area" is moved to the "variation memory area," the judgment information stored in the "second memory area" is moved to the "first memory area," the judgment information stored in the "third memory area" is moved to the "second memory area," the judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. The first start opening 21 is an entry opening into which game balls can be entered, but it may also be configured as a passage area through which game balls can pass.

[0040] Furthermore, a start port light-emitting device 210a is provided around the first start port 21. The start port light-emitting device 210a can emit light to notify when a game ball enters the first start port 21, perform effects corresponding to the prize entry notification effects described later, and, when performing a reserve pre-read effect, emit light in the same color as the reserve icon (or the variable icon) that is the target of the reserve pre-read effect. As a result, even if the reserve icon (or the variable icon) is temporarily hidden (for example, during a super reach), the color of the hidden reserve icon (or the variable icon) can be recognized from the light emitted by the start port light-emitting device 210a.

[0041] The second starting port 22 is located in the right-center part of the game area 7. When the game ball is launched to the right side of the game area 7, so-called "right-handed shooting" is performed, and when the game ball is launched to the right side of the game area 7, the game ball can enter the port. However, when the game ball is launched to the left, so-called "left-handed shooting" is performed, the game ball cannot enter the port. In addition, unlike the first starting port 21, the second starting port 22 is not always open upwards and, in principle, does not allow the game ball to enter (it is in a "closed" state). That is, the second starting port 22 has a protruding member that can project forward, and the game ball can only enter when this protruding member is projected forward (in an "open" state).

[0042] Whether or not to allow the game balls to enter by extending the protruding member forward is determined in the normal symbol win determination process, and it is possible to open and close it in the opening and closing manner shown in "Opening and Closing of the Second Start Opening" (described later). When a game ball enters the second start opening 22 and is detected by the second start opening detection SW22a, for example, "2" game balls are dispensed as prize balls, and the symbol variation game is executed.

[0043] When a symbol variation game is being played based on a ball entering the second starting port 22, if another game ball enters the second starting port 22, the execution of the symbol variation game based on that ball is suspended, similar to the first starting port 21. Up to four symbol variation games can be suspended, excluding the one currently in progress. The memory area is the same as that of the first starting port 21, so no explanation is provided.

[0044] In addition, although a protruding member that moves in the front-rear direction was used as the second starting opening 22, a so-called "electric tulip" with movable wing pieces may also be used. Furthermore, although the second starting opening 22 is an entry opening into which game balls can enter, it may also be configured as a passage area through which game balls can pass.

[0045] Furthermore, in this embodiment, the sequence of events in which game balls enter the first starting port 21 and the second starting port 22, a special symbol win determination process is performed, the special symbol and decorative symbol are displayed in a variable manner, and after the variable time has elapsed, the determination result of the special symbol win determination process (special symbol and decorative symbol) is derived (confirmed display) may be referred to as the "symbol variation game" or simply as the "single variation game." Also, the period during which the "symbol variation game" is performed may be referred to as the "variation display."

[0046] Furthermore, if one game ball enters the first starting port 21, the first special symbol display 27a and the image display device 26 execute a "symbol variation game" based on the entry of one game ball. If one game ball enters the second starting port 22, the second special symbol display 27b and the image display device 26 execute a "symbol variation game" based on the entry of one game ball. Therefore, "symbol variation game" refers to the general term for the games played by the first special symbol display 27a and the image display device 26, and the general term for the games played by the second special symbol display 27b and the image display device 26.

[0047] Furthermore, in this embodiment, the process of deriving the result of the special symbol hit detection process (special symbols and decorative symbols) after the variation time in the symbol variation game has elapsed is referred to as "confirmation display" (of the special symbols and decorative symbols). "Confirmation display" means that the special symbols and decorative symbols have completely stopped. On the other hand, in the symbol variation game, temporarily stopping the decorative symbols (excluding the fourth symbol in this case) before the variation time has elapsed is referred to as "temporary stop display" of the decorative symbols. Examples of "temporary stop display" include the left and right decorative symbols when it is a "reach" as described later, and the "shaking variation display" before "confirmation display". The "fluctuating display" before the "confirmation display" refers to the fluctuation display that occurs at the branching point where, for example, the decorative symbols "temporarily stop" on "767" and then "confirm" on "767", or the display of a losing "767" is temporarily stopped, a reversal sequence is performed to derive "777", and then "confirm" on "777". Note that the fourth symbol is set to "confirm" without a "temporarily stop display".

[0048] There are a total of four regular prize slots 23: three in the lower left and one in the lower right of the game area 7. The three regular prize slots 23 in the lower left allow game balls to enter when "left-handed shooting" is performed (but not when "right-handed shooting"), while the one regular prize slot 23 in the lower right allows game balls to enter when so-called "right-handed shooting" is performed (but not when "left-handed shooting"). In addition, like the first start slot 21, the regular prize slots 23 are always open upwards, allowing game balls to enter at all times. When a game ball enters a regular prize slot 23 and is detected by the regular prize slot detection SW23a, for example, eight game balls are dispensed as prize balls. The arrangement of the regular prize slots 23 can be changed arbitrarily, and the number can also be less than four. Furthermore, the number of prize balls awarded may differ between the three regular prize slots 23 in the lower left and the single regular prize slot 23 in the lower right.

[0049] The large prize slot 24 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (but cannot enter when "left-handed shooting" is performed). The large prize slot 24 has an opening and closing door, and when a special symbol win is determined in the special symbol win determination process, the jackpot game is executed, the opening and closing door tilts forward, and game balls enter. When game balls enter the large prize slot 24 and are detected by the large prize slot detection SW24a, for example, "15" game balls are dispensed as prize balls.

[0050] In a jackpot game, the opening and closing door of the large prize slot 24 is open for a specified number of rounds (R). For each round, the door is open for 29.5 seconds (S = seconds). If 10 game balls are detected by the large prize slot detection SW24a before 29.5 seconds have elapsed, the door closes and the game proceeds to the next round, even if 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before 10 game balls are detected by the large prize slot detection SW24a, the door closes and the game proceeds to the next round. In this case, the game ends for one round without reaching the specified number of 10 game balls per round, which is disadvantageous for the player.

[0051] In this embodiment, a door that tilts forward is used as the main prize opening 24, but a so-called "electric tulip" may be used, or a "shutter member" that moves back and forth in the front-to-back direction may be used.

[0052] The image display device 26 has a display area covering almost the entire area and is positioned above the stage 17, allowing for the display of symbol variation games and performance images within the display area. Specifically, when a game ball enters the first start port 21 or the second start port 22 and a special symbol hit detection process is performed, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are varied (vertically scrolled) in the variation display area. In addition, whether the game ball enters the first start port 21 or the second start port 22, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are varied in the variation display area in both cases. In other words, although the special symbol display devices are different, the decorative symbols used in the image display device 26 are the same.

[0053] Then, within the variation time, a visual effect image is displayed, and when the variation time has elapsed, if it is a special symbol win, the game will notify the player that it is a special symbol win by, for example, stopping each decorative symbol to "7" and displaying the confirmed combination of decorative symbols, "777". On the other hand, if it is a special symbol miss, the game will notify the player that it is a special symbol miss by, for example, displaying the confirmed combination of decorative symbols, "765". In the following, a special symbol win may be referred to as a "win" or a "jackpot". Also, a special symbol miss may be simply referred to as a "miss".

[0054] In addition, separate from each decorative symbol, a fourth symbol 26d (the "fourth" symbol following the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c) can be displayed, and it can be displayed in sync with each decorative symbol, allowing for variable and confirmed display.

[0055] Furthermore, the image display device 26 is capable of displaying the following: a first start port reserve count image 26e which displays the number of reserved symbols in the first start port 21 as "0" to "4"; a second start port reserve count image 26f which displays the number of reserved symbols in the second start port 22 as "0" to "4"; and a first reserved ball image display area 26g, a second reserved ball image display area 26h, a third reserved ball image display area 26i, and a fourth reserved ball image display area 26j (simply shown as "g", "h", "i", and "j" in the figure) which display the number of reserved symbols in the first start port 21 and the second start port 22 as reserved ball images. Furthermore, if judgment information is stored in both the memory area corresponding to the first start port 21 and the memory area corresponding to the second start port 22, in the normal game state, only the reserved ball images corresponding to the first start port 21 will be displayed in "g", "h", "i", and "j", and in the time-saving game state or probability-changing game state, only the reserved ball images corresponding to the second start port 22 will be displayed in "g", "h", "i", and "j". In addition, the variable icon display area 26o (simply shown as "o" in the figure) which displays the icon image corresponding to the currently running symbol variation game can be displayed.

[0056] In other words, the first start slot reserved ball count image 26e and the reserved ball icons displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are related information, and the second start slot reserved ball count image 26f and the reserved ball icons displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are related information.

[0057] The fourth symbol 26d, the first start slot reserve count image 26e, the second start slot reserve count image 26f, and the right arrow image 26p (described later) that is displayed when right-hand shooting is required are displayed in two locations: the left-center position of the display area and the lower right position of the display area. Hereafter, the left-center position of the display area where these are displayed will be referred to as the first display position, and the lower right position of the display area where these are displayed will be referred to as the second display position.

[0058] Furthermore, the images 26e and 26f showing the number of reserved balls in the first and second starting slots, displayed at the first display position, and the images 26e and 26f showing the number of reserved balls in the first and second starting slots, always display the same information and can be said to be related information. In addition, the fourth symbol 26d and the right arrow image 26p are displayed in the same manner (same display size and decorative manner) at the first and second display positions and can be said to be related information.

[0059] The number of reserved balls displayed in the first start slot reserved ball count image 26e and the second start slot reserved ball count image 26f may be referred to as "number reserved balls" below. The reserved ball images displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j may be referred to as "reserved icons" below. The icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. The variable icon and reserved icon may also be collectively referred to simply as "icons".

[0060] In this example, the variable icon display area 26o, the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are displayed on the image display device 26. However, the system is not limited to this, and the images may be displayed on LEDs or lamps, or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-liquid crystal display").

[0061] The left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d are capable of displaying symbols from "1" to "8". If the result of the special symbol win determination process is a special symbol win, one of the following combinations of symbols can be displayed depending on the special symbol: "111", "222", "333", "444", "555", "666", "777", or "888".

[0062] On the other hand, if the special symbol win determination process results in a special symbol miss, it is possible to display symbol combinations other than those mentioned above. If it is a miss, in the special symbol variation pattern, if a special symbol variation pattern with a "reach" is determined, a symbol combination such as "767" will be displayed as confirmed, and if a special symbol variation pattern without a "reach" is determined, a symbol combination such as "765" will be displayed as confirmed.

[0063] The combination of symbols that is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c is the same as the combination of symbols that is confirmed by the fourth symbol 26d. For example, if "777" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then the fourth symbol 26d will also confirm "777". Similarly, if "767" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then the fourth symbol 26d will also confirm "767". In other words, the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c and the fourth symbol 26d are related information.

[0064] "Reach" refers to a state where the left decorative symbol 26a and the right decorative symbol 26c display the same number (temporarily stopped display), and the middle decorative symbol 26b is in a variable display state (the symbols that are temporarily stopped and the symbols that are variable display are not limited to these). In this embodiment, if the result of the "special symbol hit determination process" is a special symbol hit, it is configured to always go through a "reach" state, so it can be said that this is a state in which the player can expect a big win.

[0065] Furthermore, the fourth symbol 26d does not have to be a combination of the symbols described above; it may simply display a single-digit number, a two-digit number, a symbol or character, or the type of symbol may be distinguished by the difference in the color of the light emitted.

[0066] The symbol display device 27 is located outside the game area (outside the outer rail member 18), which is a different area from the game area 7 of the game board 6. The symbol display device 27 is equipped with a first special symbol display 27a, which is displayed and controlled by the main control board 100 and executes a symbol variation game based on a game ball entering the first start opening 21, and a second special symbol display 27b, which executes a symbol variation game based on a game ball entering the second start opening 22. The first special symbol display 27a and the second special symbol display 27b are composed of 7-segment displays. In the symbol variation game, the special symbols flash with a "-" (horizontal bar symbol) from the start of the variation, and when it is time to derive the judgment result of the special symbol hit judgment process, if it is a miss, the "-" (horizontal bar symbol) is lit up (confirmation display), and if it is a special symbol hit, for example, a "7" is lit up (confirmation display). In other words, "special patterns" refer to patterns that are displayed and controlled by the main control board 100.

[0067] In this embodiment, the "special pattern," the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d may be simply referred to as "patterns" or "identification information." Furthermore, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, which are managed by the performance control board 200, may be simply referred to as "decorative patterns" or "performance patterns." In addition, the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d, which are managed by the performance control board 200, may be collectively referred to as "sub-patterns."

[0068] The pattern display device 27 is equipped with a first special pattern hold indicator 27c, which is controlled by the main control board 100 to display the number of reserved pattern variation games based on a game ball entering the first start port 21, and a second special pattern hold indicator 27d, which displays the number of reserved pattern variation games based on a game ball entering the second start port 22.

[0069] The first special symbol hold indicator 27c and the second special symbol hold indicator 27d are composed of two dot LED indicators and can display the number of holds by being "off", "on", or "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing".

[0070] Furthermore, the symbol display device 27 is equipped with a normal symbol display unit 27e, which is controlled by the main control board 100 and executes a normal symbol variation game based on whether a game ball has passed through the gate member 20. The normal symbol display unit 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of the variation, it repeatedly performs the actions of turning one on and turning the other off, and turning one off and turning the other on, until it is time to derive the judgment result of the normal symbol hit judgment process. If it is a normal symbol miss, it displays a confirmation by turning one on and turning the other off, and if it is a normal symbol hit, it displays a confirmation by turning one off and turning the other on.

[0071] Furthermore, the symbol display device 27 is equipped with a regular symbol hold indicator 27f, which is controlled by the main control board 100 and displays the number of reserved symbols in a regular symbol variation game based on the number of game balls passing through the gate member 20. The regular symbol hold indicator 27f is composed of two dot LED indicators, similar to the first special symbol hold indicator 27c, and the way in which the number of reserved symbols is displayed is also the same, so a detailed explanation is omitted.

[0072] Furthermore, the symbol display device 27 is equipped with a round indicator 27g that is controlled by the main control board 100 and displays the "number of rounds". The round indicator 27g consists of "2" dot LED indicators, with indicators for 2 rounds, 3 rounds, and 10 rounds. For example, if a special symbol win occurs with special symbol A, the 3-round LED indicator lights up and the others turn off. If a win occurs with special symbol D, the 10-round LED indicator lights up and the others turn off.

[0073] The game board 6 is equipped with multiple board lighting devices 29 (for example, full-color LEDs), which enhance the decorative appearance of the pachinko game machine 1 by illuminating in a predetermined light emission pattern when the pachinko game machine 1 is powered on. For example, as indicated by reference numeral 29, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. Furthermore, all board lighting devices 29 can be turned off to highlight the display content of the image display device 26. The predetermined light emission pattern consists of multiple light emission patterns that define the light emission speed, light emission color, and which LEDs are illuminated and which are not.

[0074] To the right of the image display device 26, a first special symbol sub-hold indicator 29a, a second special symbol sub-hold indicator 29b, and a right-hand play indicator 29c are provided as a form of the panel lighting device 29. The first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b are displayed and controlled by the performance control board 200 and consist of two dot LED indicators that can display the number of holds by "off", "on", and "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing".

[0075] The right-hand shooting indicator 29c is controlled by the performance control board 200 and lights up, for example, when an opening command is received during a jackpot game, or when a game state specification command (time reduction) is received. This prompts the player to shoot to the right. On the other hand, it is turned off when in normal game mode (turned off when a game state specification command (normal) is received), which prompts the player to shoot to the left. In this case, the right-hand shooting indicator 29c is turned off to prompt the player to shoot to the left, but a left-hand shooting indicator may also be provided and the player may be prompted to shoot to the left by turning on this indicator.

[0076] An illuminated panel 26y is provided behind the game area 7 and in front of the image display device 26. The illuminated panel 26y can be illuminated by, for example, illuminating it from the side, and when not illuminated, it is transparent so as not to obstruct the display content of the image display device 26. Details of the illumination effects will be described later.

[0077] Next, we will explain the internal configuration (block diagram of the control system) of the pachinko game machine 1 based on Figure 4. Note that explanations of the configuration of the game board 6 in Figure 3 will be omitted as appropriate.

[0078] The pachinko game machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like so that only one-way communication is possible from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. The payout control board 300 is also connected so that only one-way communication is possible from the payout control board 300 to the performance control board 200. The power supply board 400 receives external power via a power plug and is connected so that the supplied external power can be supplied to any of the main control board 100, performance control board 200, or payout control board 300.

[0079] The main control board 100 is a control board that primarily controls the progress of the game. The main control board 100 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various indicators and drive control to various solenoids.

[0080] The performance control board 200 is a control board that primarily controls all aspects of performance, including display, sound, light emission, movement of movable parts, and vibration. The performance control board 200 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various displays.

[0081] The main control board 100 includes a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores the control program necessary for the control processing related to the progress of the game, and a main RAM 103 that allows reading and writing necessary for the control processing related to the progress of the game. In addition, although not shown in the diagram, it also includes an interrupt controller circuit that provides interrupt signals to the main CPU 101, and a hardware random number generation circuit that generates random numbers within a certain range. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.

[0082] The main RAM 103 is provided with storage areas for managing various types of information. Examples include a setting value storage area for storing setting value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a jackpot state storage area for storing the state during a jackpot game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol win state storage area for storing the state during a normal symbol win game.

[0083] The main RAM 103 is equipped with counters for managing various types of information (time and count). For example, there is a count counter for counting (memorizing) the number of times the symbol variation game has been played in the time-saving game state or the probability variation game state, a time management counter for managing various types of time (e.g., opening time), and a round count counter for managing the number of rounds in a jackpot game.

[0084] The gate detection SW20a is installed inside the passage opening of the gate member 20 of the game board 6 and is a SW for detecting when a game ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness or relay board, and when the passage of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, controls the system to immediately execute the normal symbol variation game if the normal symbol hold indicator 27f is not executing the normal symbol variation game and no judgment information is stored in any of the variation memory areas for normal symbols from the relevant memory area to the 4th memory area. For example, if judgment information is stored up to the 3rd memory area, the system controls the system to postpone the execution of the normal symbol variation game, and if judgment information is stored up to the 4th memory area, the system controls the system not to postpone the execution of the normal symbol variation game.

[0085] The first start port detection SW21a is located inside the prize entry point of the first start port 21 of the game board 6, and is a switch for detecting when a game ball enters the first start port 21. In other words, the first start port detection SW21a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 3 game balls to the payout control board 300 as prize balls for the game balls entering the first start port 21.

[0086] Furthermore, when input is received from the first start port detection SW21a, the main control board 100 controls the first special symbol display 27a to immediately execute the symbol variation game corresponding to the first special symbol if neither the first special symbol display 27a nor the second special symbol display 27b is executing the symbol variation game, and if no judgment information is stored in any of the variation memory areas to the fourth memory area for special symbols (first start port). For example, if judgment information is stored up to the third memory area, the control board 100 controls the execution of the symbol variation game corresponding to the first special symbol to be postponed, and if judgment information is stored up to the fourth memory area, the control board 100 controls the execution of the symbol variation game corresponding to the first special symbol not to be postponed.

[0087] The second start port detection SW22a is located inside the prize entry point of the second start port 22 and is a switch for detecting when a game ball enters the second start port 22. In other words, the second start port detection SW22a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense two game balls to the payout control board 300 as prize balls for the game balls entering the second start port 22.

[0088] Furthermore, when input is received from the second start port detection SW22a, the main control board 100 controls the system to immediately execute the symbol variation game corresponding to the second special symbol on the second special symbol display 27b if neither the first special symbol display 27a nor the second special symbol display 27b is currently running a symbol variation game. The configuration of the memory area is the same as that of the first start port 21, so no explanation is provided.

[0089] The second start port opening / closing solenoid 22b is located behind the second start port 22 and is a solenoid that causes a protruding member provided on the second start port 22 to open and close. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness or relay board, and the main control board 100 drives and controls the second start port opening / closing solenoid 22b to open and close it in the manner indicated by "opening and closing of the second start port" when the normal symbol hit detection process determines that it is a normal symbol hit.

[0090] The normal prize entry detection SW23a is located inside the normal prize entry 23 of the game board 6 and is a switch for detecting when a game ball enters the normal prize entry 23. In other words, the normal prize entry detection SW23a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100, having received the detected information, then executes a process to dispense 8 game balls to the payout control board 300 as prize balls for the game balls entering the normal prize entry 23.

[0091] The large prize slot detection SW24a is located inside the large prize slot 24 and is a switch for detecting when a game ball enters the large prize slot 24. In other words, the large prize slot detection SW24a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100, having received the detected information, then executes a process to dispense 15 game balls to the payout control board 300 as prize balls for the game balls entering the large prize slot 24.

[0092] The large prize opening solenoid 24b is located behind or to the side of the large prize opening 24 and is a solenoid that causes the opening door of the large prize opening 24 to open and close. In other words, the large prize opening solenoid 24b and the main control board 100 are connected via a harness or relay board, and the main control board 100 drives and controls the large prize opening solenoid 24b to open and close the opening door for a specified number of rounds during a jackpot game.

[0093] The out detection SW25a is located downstream of the flow path that collects game balls that enter the first start opening 21 and are detected by the first start opening detection SW21a, game balls that enter the second start opening 22 and are detected by the second start opening detection SW22a, game balls that enter the normal prize opening 23 and are detected by the normal prize opening detection SW23a, game balls that enter the large prize opening 24 and are detected by the large prize opening detection SW24a, and game balls that enter the out opening 25.

[0094] The out detection switch 25a and the main control board 100 are connected via a harness or relay board, and when a game ball enters the machine, the detected information is input to the main control board 100. This allows the main control board 100 to determine the number of out balls. Alternatively, an out detection switch may be provided at the out port 25, and the game balls detected by this out detection switch may be counted as out balls.

[0095] The first special symbol display unit 27a is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing a symbol variation game based on the entry of a game ball into the first start opening 21. In other words, the first special symbol display unit 27a and the main control board 100 are connected via a harness or relay board, and the main control board 100 displays and controls the symbol variation game on the first special symbol display unit 27a when the conditions for executing the symbol variation game on the first special symbol display unit 27a are met.

[0096] The second special symbol display unit 27b is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing a symbol variation game based on the entry of a game ball into the second start opening 22. In other words, the second special symbol display unit 27b and the main control board 100 are connected via a harness or relay board, and the main control board 100 displays and controls the symbol variation game on the second special symbol display unit 27b when the conditions for executing the symbol variation game on the second special symbol display unit 27b are met.

[0097] The first special symbol hold indicator 27c is installed on the symbol display device 27 and is controlled by the main control board 100. It is an indicator that displays the number of hold symbols in a symbol variation game based on a game ball entering the first start port 21. In other words, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness or relay board. When the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, it controls the display of the first special symbol hold indicator 27c (changing from off to on, or on to blinking) if the upper limit of hold symbols (4) has not been reached. On the other hand, when the symbol variation game based on a game ball entering the currently changing first start port 21 ends, the display of the first special symbol hold indicator 27c is controlled (changing from blinking to on, or on to off). The second special symbol hold indicator 27d has a similar configuration, so its explanation is omitted.

[0098] The standard symbol display unit 27e is provided on the symbol display device 27 and is a display unit for executing a standard symbol variation game that is displayed and controlled by the main control board 100. In other words, the standard symbol display unit 27e and the main control board 100 are connected via a harness or relay board, and the main control board 100 displays and controls the standard symbol variation game on the standard symbol display unit 27e when the conditions for executing the standard symbol variation game on the standard symbol display unit 27e are met.

[0099] The regular symbol hold indicator 27f is installed on the symbol display device 27 and is controlled by the main control board 100. It is an indicator that displays the number of regular symbol variation game balls held based on the number of game balls that have passed through the gate member 20. In other words, the regular symbol hold indicator 27f and the main control board 100 are connected via a harness or relay board. When the main control board 100 receives information that a game ball has been detected from the gate detection SW20a, it controls the display of the regular symbol hold indicator 27f (from off to on, or on to blinking) if the upper limit of the hold (4 balls) has not been reached. On the other hand, when the currently running regular symbol variation game ends, it controls the display of the regular symbol hold indicator 27f (from blinking to on, or on to off).

[0100] The round indicator 27g is located on the symbol display device 27 and is controlled by the main control board 100 to display the number of rounds. In other words, the round indicator 27g and the main control board 100 are connected via a harness or relay board, etc. For example, when a symbol variation game that has been determined to be a special symbol win by the special symbol win determination process ends and a special symbol indicating a win (for example, "7") is displayed on the first special symbol indicator 27a, the corresponding round number LED indicator is controlled to light up. While a jackpot game is being played, the round indicator 27g is continuously controlled to light up, and when the jackpot game ends, the round indicator 27g is controlled to turn off.

[0101] The magnetic sensors 27h are installed in multiple locations on the game board 6 and are sensors for detecting magnetism. In other words, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc. For example, if a magnetism exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect magnetism. When magnetism is detected, information that magnetism has been detected (error designation command for magnetic anomaly) is sent to the performance control board 200. This enables notification that magnetism has been detected.

[0102] The radio wave sensors 27i are installed in multiple locations on the game board 6 and are sensors for detecting radio waves. In other words, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc. For example, when a radio wave exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the radio wave. When a radio wave is detected, information that a radio wave has been detected (an error designation command for radio wave abnormality) is transmitted to the performance control board 200. This enables notification that a radio wave has been detected.

[0103] The performance control board 200 is provided with a performance control unit 200a, which includes a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control program necessary for the performance control processing, and a sub-RAM 203 that is readable and writeable as necessary for the performance control processing. In addition, an image / sound control unit 200b is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication, which includes an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 that has a frame buffer for storing image generation data, etc. Furthermore, a light-emitting drive control unit 200c is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication. The light-emitting drive control unit 200c includes a light-emitting drive CPU 208 that executes light-emitting control processing and drive control processing, a light-emitting drive ROM 209 that stores the control programs necessary for the light-emitting control processing and drive control processing, and a light-emitting drive RAM 210 that is capable of reading and writing necessary for the light-emitting control processing and drive control processing.

[0104] Furthermore, the performance control unit 200a is connected to accept operation information from the performance button detection SW14a, the performance lever detection SW15a, the directional key detection SW16a, and the volume / brightness detection SW50a.

[0105] The performance button detection SW14a is located on the performance button 14 and is a switch that detects when the performance button 14 is pressed by a player while the performance button 14 is within its valid operation time. In other words, the performance button detection SW14a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance button 14 has been pressed is input to the performance control board 200. The performance control board 200, having received the information indicating that the performance button 14 has been pressed, then controls the performance corresponding to the press of the performance button 14 via the image display device 26 and speaker 10. Here, for example, in a symbol variation game, the performance button 14 has a set valid operation time for a predetermined period of time, and the performance button detection SW14a only detects presses when the valid operation time is set.

[0106] The performance lever detection SW15a is located on the performance lever 15 and is a switch for detecting when the performance lever 15 is operated by a player while the performance lever 15 is within its effective operation time. In other words, the performance lever detection SW15a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance lever 15 has been operated is input to the performance control board 200. The performance control board 200, having received information indicating that the performance lever 15 has been operated, then controls the performance corresponding to the operation of the performance lever 15 via the image display device 26 and speaker 10. Here, for example, in a symbol variation game, the performance lever 15 has an effective operation time set for a predetermined period of time, and the performance lever detection SW15a only detects operations when the effective operation time is set.

[0107] The directional pad detection switch 16a is located on the directional pad button 16 and is a switch for detecting when the directional pad button 16 is pressed by the player. In other words, the directional pad detection switch 16a and the performance control board 200 are connected via a harness or relay board, and information indicating that the directional pad button 16 has been operated is input to the performance control board 200.

[0108] The directional pad button 16 allows you to customize settings related to the visual effects and select background music (BGM). Details on customizing settings and selecting BGM will be explained later.

[0109] The volume / light intensity detection switch 50a is located on the volume / light intensity adjustment button 50 and is a switch for detecting when the volume / light intensity adjustment button 50 is pressed by the player. In other words, the volume / light intensity detection switch 50a and the performance control board 200 are connected via a harness or relay board, and information indicating that the volume / light intensity adjustment button 50 has been operated is input to the performance control board 200.

[0110] The volume and light intensity adjustment buttons 50 allow you to adjust the light intensity emitted from the light-emitting device 9, the light intensity emitted from the image display device 26, and the volume emitted from the speaker 10. Specifically, pressing the up button on the left volume and light intensity adjustment button 50 increases the light intensity (in steps), pressing the down button on the left volume and light intensity adjustment button 50 decreases the light intensity (in steps), pressing the up button on the right volume and light intensity adjustment button 50 increases the volume (in steps), and pressing the down button on the right volume and light intensity adjustment button 50 decreases the volume (in steps).

[0111] The light intensity can be set in three levels: "strong," "medium," and "weak," or it can be further subdivided into five levels. Similarly, the volume can be set in three levels: "high," "medium," and "low," or it can be further subdivided into five levels. The image display device 26 may also display a level gauge image indicating the degree of adjustment for the light intensity and volume, and the speaker 10 may emit adjustment sounds corresponding to the levels. For example, if the volume adjustment level is configured in five levels, the adjustment sound corresponding to the lowest volume level 1 may be "Do♪," the adjustment sound corresponding to volume level 2 may be "Re♪," the adjustment sound corresponding to volume level 3 may be "Mi♪," the adjustment sound corresponding to volume level 4 may be "Fa♪," and the adjustment sound corresponding to the highest volume level 5 may be "So♪." The adjustment sounds may also be output at volume values ​​corresponding to the volume levels. For example, the volume value of "Re♪" may be higher than that of "Do♪."

[0112] The level gauge image may be displayed in a manner that matches the level of light intensity or volume, or it may be displayed in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that matches the level of light intensity or volume would mean, for example, that the size (display area) of the level gauge image indicating volume level 2, which has a higher volume value than volume level 1, is displayed larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a display manner that is constant regardless of the level of light intensity or volume would mean that the size (display area) of the level gauge image does not change whether it is volume level 1 or volume level 2.

[0113] Furthermore, the adjustment sound corresponding to the volume level may be set to emit a sound like "beep" at any level, with the volume value varying for each level. Specifically, it is envisioned that when the volume level is 1, a "beep" sound will be emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep" sound will be emitted at a volume value corresponding to volume level 2 (a volume value higher than volume level 1).

[0114] In this embodiment, the adjustment of light intensity and volume can be performed when the symbol variation game is not in progress, but it may also be possible to perform these adjustments when the symbol variation game is in progress. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting an adjustment sound, or to display it in a small size and output an adjustment sound at a low volume. This prevents the visual effects and sound effects corresponding to the symbol variation game from being obstructed by the level gauge image and adjustment sound.

[0115] Furthermore, it may be possible to adjust the light intensity and volume while a jackpot game is in progress. In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the light intensity and volume are adjusted when the symbol variation game is not in progress, or the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the light intensity and volume are adjusted when the symbol variation game is in progress.

[0116] Although the level gauge image is displayed on the image display device 26, if another display device is provided in addition to the image display device 26, the image may be displayed on that other display device. This would prevent the content displayed on the image display device 26 from interfering with the display of the level gauge image. Furthermore, when the light intensity is adjusted, the level gauge image may be displayed, but the adjustment sound may not be output.

[0117] The image / sound control unit 200b is connected to an image display device 26, which can display image information generated by the image / sound control unit 200b. Additionally, a speaker 10 is connected to the image / sound control unit 200b, which can output sound information generated by the image / sound control unit 200b.

[0118] Speaker 10 is capable of outputting background music, voices, and sound effects. For example, if information indicating a closed state is not received from the frame open detection SW3a, it outputs a notification sound indicating that the middle frame 3 is open. In other words, speaker 10 and the image / sound control unit 200b are connected via a harness or relay board, and sound is output from speaker 10 under the control of the image / sound control unit 200b.

[0119] Furthermore, the light-emitting device 9, the start port light-emitting device 210a, and the panel lighting device 29 are connected to the light-emitting drive control unit 200c, and the light emission can be controlled by the light-emitting drive control unit 200c. In addition, the panel drive device 30 is connected to the light-emitting drive control unit 200c, and the movable body 28 can be driven and controlled via the panel drive device 30.

[0120] The movable body 28 is installed on the game board 6 and is capable of actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of winning a jackpot.

[0121] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation in front of the display area of ​​the image display device 26 to confirm that operations such as "falling," "swinging," and "rotating" are performed correctly. As this initial operation involves the movable body 28 moving to the front of the display area of ​​the image display device 26, the display content shown in the display area becomes difficult to see for a certain period of time due to the movable body 28. However, even if the display content shown in the display area becomes difficult to see due to the initial operation, other components (for example, the start port light-emitting device 210a, the first special symbol hold indicator 27c, the panel lighting device 29, etc.) will not become difficult to see due to the initial operation of the movable body 28.

[0122] Although not shown in the diagram, the system also includes an interrupt controller circuit that provides interrupt signals to the sub-CPU 201, and a hardware random number generator circuit that generates random numbers within a certain range.

[0123] The payout control board 300 is a control board that primarily controls the payout of game balls. The payout control board 300 includes a payout CPU 301 that executes payout control processing, a payout ROM 302 that stores the control program necessary for the payout control processing, and a payout RAM 303 that allows reading and writing necessary for the payout control processing. A payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are dispensed into the upper tray 5a.

[0124] Specifically, if the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, for example, it will send a payout command signal to the payout control board 300 to pay out 3 prize balls. Upon receiving this signal, the payout control board 300 will control the payout device 304 to pay out 3 prize balls into the upper tray 5a.

[0125] Furthermore, the launch handle 8 is connected to the payout control board 300 via a harness or the like. When a player touches the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of the launch volume (not shown) provided on the launch handle 8.

[0126] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness, and by controlling the launching device 305, game balls are launched into the game area 7. Specifically, when the payout control board 300 receives input that the player is gripping the launching handle 8 and the amount of rotation of the launching handle 8, it controls the launching device 305 with a launching strength corresponding to the amount of rotation of the launching handle 8 to launch game balls.

[0127] Furthermore, the payout control board 300 is connected via a ball dispensing unit or the like to receive input signals from the ball dispensing button 12 shown in Figure 1. When the ball dispensing button 12 is operated by a player, the payout control board 300 controls the payout device 304 to dispense a number of game balls corresponding to one operation of the ball dispensing button 12 (for example, 125 balls) into the upper tray 5a.

[0128] The frame open detection SW3a is located on the middle frame 3 and can detect the "open" state, such as when the glass frame 4 is open, when the glass frame 4 and middle frame 3 are open, or when the middle frame 3 is open, as well as the "closed" state, when the glass frame 4 and middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness or relay board, and when the frame is in the "closed" state, information indicating that it is closed is input to the dispensing control board 300. On the other hand, when the frame is in the "open" state, information indicating that it is closed is not input to the dispensing control board 300, and the dispensing control board 300 can detect that the frame is in the "open" state because no such information is input. The dispensing control board 300 can also transmit information detected as being in the "closed" state and information detected as being in the "open" state (frame open error specification command) to the performance control board 200.

[0129] A passage is formed between the upper tray 5a and the lower tray 5b to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full-tank detection switch 300a is provided in this passage. If the game balls guided to the lower tray 5b are stored without being discharged outside the game machine, the game balls will remain in the passage, and when a predetermined amount remains, the full-tank detection switch 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full-tank detection switch 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full-tank detection switch 300a is ON to the performance control board 200. This makes it possible for the performance control board 200 to issue a notification prompting the game balls stored in the lower tray 5b to be discharged.

[0130] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the payout control board 300 via harnesses and the like. It receives external power via a power plug (not shown) and supplies the received external power to the main control board 100, the performance control board 200, and the payout control board 300. Although not shown in the diagram, the power supply board 400 is equipped with a conversion circuit that converts external power (100 volts AC) to 24 volts DC.

[0131] Next, the special symbol win determination table and the regular symbol win determination table will be explained using Figure 5. The special symbol win determination table in Figure 5(A-1) and the special symbol win determination table in Figure 5(A-2) are stored in the main ROM 102. The special symbol win determination table in Figure 5(A-1) is a table that is mainly referenced in the normal game state and the time-saving game state. The probability of being judged as a special symbol win is 1 / 319, and the probability of being judged as a special symbol miss is 318 / 319. The special symbol win determination table in Figure 5(A-2) is a table that is mainly referenced in the probability variation game state. The probability of being judged as a special symbol win is 1 / 48, and the probability of being judged as a special symbol miss is 47 / 48. In this embodiment, there is only one setting value (setting value 1), and the probability for setting value 1 is set as shown. Note that the machine may not have a setting, or it may have multiple setting values ​​to create differences in the special symbol win determination probabilities.

[0132] Next, the normal symbol win determination table in Figure 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of a normal symbol win being determined in the normal symbol win determination process is "4 / 256", and the probability of a normal symbol loss is determined to be "252 / 256". When the game state is the time-saving game state or the probability-changing game state, the probability of a normal symbol win being determined in the normal symbol win determination process is "255 / 256", and the probability of a normal symbol loss is determined to be "1 / 256".

[0133] The time-saving game mode has a maximum limit of 100 spins. After 100 spins of the symbol variation game (with no wins), the time-saving game mode ends and the game returns to normal mode. The bonus round mode has a maximum limit of 100 spins. After 100 spins of the symbol variation game (which results in a loss), the bonus round mode ends and the game returns to normal mode.

[0134] As described above, this embodiment includes a normal game state, a time-saving game state, and a probability variation game state. However, a special symbol win is more likely to be determined in the probability variation game state than in the normal game state or the time-saving game state. Furthermore, a regular symbol win is more likely to be determined in the regular symbol win determination process in the time-saving game state and the probability variation game state than in the normal game state. Therefore, the order of advantages for the player is probability variation game state > time-saving game state > normal game state.

[0135] Next, the special symbol determination table and the regular symbol determination table will be explained using Figure 6. First, the special symbol determination table in Figure 6(A) has two tables: (1) the table for the first start port, which is referenced when determining which special symbol will be displayed on the first special symbol indicator 27a based on whether the special symbol hit determination process is performed based on whether a game ball has entered the first start port 21, and whether the result is a special symbol hit or a special symbol miss; and (2) the table for the second start port, which is referenced when determining which special symbol will be displayed on the second special symbol indicator 27b based on whether the special symbol hit determination process is performed based on whether a game ball has entered the second start port 22, and whether the result is a special symbol hit or a special symbol miss. These tables are stored in the main ROM 102. The main CPU 101 then refers to the table corresponding to the start port into which the game ball entered and determines the special symbol based on the result of the special symbol hit determination process.

[0136] In this embodiment, the game awarded when a special symbol win is determined based on a game ball entering the first start port 21 or the second start port 22 may be referred to as a "jackpot game" or a "winning game."

[0137] In the special symbol determination table in (1) of Figure 6(A), if the special symbol hit determination process is performed and it is determined to be a special symbol hit, the main CPU 101 determines one of the special symbols from "Special Symbol A" and "Special Symbol B". Specifically, when a game ball enters the first start opening 21, a random number for special symbol determination is obtained, and the special symbol is determined by referring to the obtained random number for special symbol determination. For example, if the obtained random number for special symbol determination is "0 to 59", "Special Symbol A" is determined, and if the obtained random number for special symbol determination is "60 to 99", "Special Symbol B" is determined. Once the special symbol is determined, the "number of rounds" and the "game state after the big win" are uniquely determined. If "Special Symbol A" is determined, 3 rounds are assigned as the "number of rounds", and the probability variation game state is assigned as the "game state after the big win". If "Special Symbol B" is determined, 3 rounds are assigned as the "Number of Rounds," and a time-saving game state is assigned as the "After Big Win Game." On the other hand, if the special symbol hit determination process results in a special symbol miss, the main CPU 101 determines "Special Symbol C." "Special Symbol C," which is a special symbol miss, does not have a set "Number of Rounds" or "After Big Win Game" status. For example, if "Special Symbol C" is determined in normal gameplay, the game will remain in normal gameplay state even after the confirmation display of "Special Symbol C."

[0138] In the special symbol determination table in (2) of Figure 6(A), if the special symbol hit determination process is performed and the result is a special symbol hit, the main CPU 101 determines "Special Symbol D" if the acquired random number for special symbol determination is "0 to 69", and determines "Special Symbol E" if the acquired random number for special symbol determination is "70 to 99". If "Special Symbol D" is determined, 10 rounds are assigned as the "Number of Rounds", and the probability variation game state is assigned as "After Big Win Game". If "Special Symbol E" is determined, 2 rounds are assigned as the "Number of Rounds", and the probability variation game state is assigned as "After Big Win Game". On the other hand, if the special symbol hit determination process is performed and the result is a special symbol miss, the main CPU 101 determines "Special Symbol F".

[0139] Next, the normal symbol determination table in Figure 6(B) is stored in the main ROM 102 and is a table that is referenced when determining which normal symbol to display on the normal symbol display 27e based on the normal symbol hit determination process performed when a game ball has passed through the gate member 20, depending on whether it is a normal symbol hit or a normal symbol miss. When the game state is the normal game state, the main CPU 101 determines "Normal Symbol A" in the normal symbol determination process performed in the normal symbol-related processing if it is a normal symbol hit, and determines "Normal Symbol B" if it is a normal symbol miss. Also, when the game state is the time-saving game state or the probability-changing game state, the main CPU 101 determines "Normal Symbol C" in the normal symbol determination process performed in the normal symbol-related processing if it is a normal symbol hit, and determines "Normal Symbol D" if it is a normal symbol miss.

[0140] Even with regular symbols, the content awarded is uniquely determined, just like with special symbols. If "Regular Symbol A" is determined, the protruding member of the second start opening 22 opens once in 0.5 seconds. If "Regular Symbol B" is determined, the protruding member of the second start opening 22 does not open. If "Regular Symbol C" is determined, the protruding member of the second start opening 22 opens three times in 1.8 seconds. If "Regular Symbol D" is determined, the protruding member of the second start opening 22 does not open. Therefore, in the case of a regular symbol win, the opening and closing pattern of the protruding member of the second start opening 22 is more advantageous in the time-saving game state and the probability-changing game state than in the normal game state. From this perspective as well, these game states are more advantageous for the player.

[0141] The state in which the protruding member of the second start port 22 opens 3 times in 1.8 seconds is referred to as the "electric support state." On the other hand, the state in which the protruding member of the second start port 22 opens 1 time in 0.5 seconds is referred to as the "non-electric support state." For example, when the main CPU 101 controls the "electric support state," it sets "1" in the normal symbol state flag storage area of ​​the main RAM 103, and when it controls the "non-electric support state," it sets "0" in the normal symbol state flag storage area of ​​the main RAM 103.

[0142] As described above, since a jackpot is awarded based on balls entering the second start port 22 rather than based on balls entering the first start port 21, and because 10 rounds are determined, it is more advantageous for the player. Therefore, in the time-saving game state and the probability variation game state, where the second start port 22 can be opened in "1.8S x 3 times", the optimal game for the player is to shoot to the right to get the game balls into the second start port 22. For this reason, when the first start port detection SW21a detects a game ball in the time-saving game state or the probability variation game state, a notification to shoot to the right is issued to encourage the player to play in the optimal way.

[0143] Next, Figure 6(C) shows the round details for each winning special symbol. For special symbols A and B, the large prize opening 24 will be open for 29.5 seconds per round, and this will be repeated three times. For special symbol D, the large prize opening 24 will be open for 29.5 seconds per round, and this will be repeated ten times. For special symbol E, the opening will be open for 29.5 seconds per round, and this will be repeated twice.

[0144] Next, we will explain the special symbol variation pattern table using Figure 7. The special symbol variation pattern table in Figure 7 is stored in the main ROM 102 and is a table that is referenced when determining the variation time in the symbol variation game.

[0145] When the game state is in the normal game state, if the special symbol win determination process is performed and the result is a special symbol miss, the main CPU 101 determines one of the variation patterns from "Variation Pattern 1" to "Variation Pattern 6". For example, when a game ball enters the first start opening 21, a random number for reach determination is obtained, and if this random number for reach determination matches a random number that executes a reach, one of the variation patterns from "Variation Pattern 3" to "Variation Pattern 6" is determined. If the random number for reach determination does not match a random number that executes a reach, then "Variation Pattern 1" or "Variation Pattern 2" is determined. For example, random numbers from 0 to 89 correspond to "do not execute a reach", and random numbers from 90 to 99 correspond to "execute a reach", so if the symbol variation game with a special symbol miss is performed 10 times, a reach will be executed in one of those times.

[0146] On the other hand, when the game state is the normal game state, if the special symbol win determination process is performed and it is determined to be a special symbol win, the main CPU 101 refers to the random value for determining the special symbol variation pattern obtained when the game ball enters the first start opening 21, for example, and determines one of the variation patterns from "Variation Pattern 7" to "Variation Pattern 10".

[0147] Then, once the variation pattern is determined, the "performance content" and the "variation time" (seconds S) are determined in a unique way. If "Variation Pattern 1" is determined, "Shortened Variation" is determined as the "performance content" and "2 seconds" is determined as the "variation time". "Shortened Variation" refers to a variation that does not result in a reach and stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c simultaneously. If "Variation Pattern 2" is determined, "Normal Variation" is determined as the "performance content" and "7 seconds" is determined as the "variation time". "Normal Variation" refers to a variation that does not result in a reach and stops the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c in order. If "Variation Pattern 3" is determined, "Normal Reach" is determined as the "performance content" and "15 seconds" is determined as the "variation time". A "normal reach" is a reach that occurs but does not involve any special development animations (for example, an animation where the middle decorative symbol 26b changes after a temporary stop due to a miss). Because it is selected in a low proportion when the special symbol is hit and in a high proportion when the special symbol is missed, it is positioned as a reach with a low expectation of hitting the special symbol.

[0148] If "Variation Pattern 4" is determined, "Super Reach 1-1" is determined as the "Performance Content," and "50 seconds" is determined as the "Variation Time." "Super Reach 1-1" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the destination of the development. It is positioned as a reach with a higher expectation of winning the special symbol than a "normal reach."

[0149] If "Variation Pattern 5" is determined, "Super Reach 1-2" is determined as the "Performance Content," and "55 seconds" is determined as the "Variation Time." "Super Reach 1-2" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the development destination. It is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach" and "Super Reach 1-1."

[0150] If "Variation Pattern 6" is determined, "Super Reach 1-3" is determined as the "Performance Content" and "Variation Time" is determined to be "60 seconds". "Super Reach 1-3" is a reach in which a development performance is performed during the execution of a reach (normal reach), and a new reach is performed at the development destination. It is positioned as a reach with a higher expectation of a special symbol win than "Normal Reach", "Super Reach 1-1", and "Super Reach 1-2".

[0151] If "Variation Pattern 7" is selected, "Super Reach 1-1" is selected as the "Performance Content" and "Variation Time" is set to "50 seconds". If "Variation Pattern 8" is selected, "Super Reach 1-2" is selected as the "Performance Content" and "Variation Time" is set to "55 seconds". If "Variation Pattern 9" is selected, "Super Reach 1-3" is selected as the "Performance Content" and "Variation Time" is set to "60 seconds".

[0152] If "Variation Pattern 10" is determined, "Full Rotation Reach" is determined as the "Performance Content" and "120 seconds" is determined as the "Variation Time". "Full Rotation Reach" is a reach in which the left decorative symbol 26a, middle decorative symbol 26b, and right decorative symbol 26c are aligned as "111", "222", "333", "444", "555", "666", "777", and "888", and then scroll (variation display) at a slow speed, and finally display "777", for example.

[0153] The main CPU 101, when the game state is a time-saving game state and the remaining number of games in the time-saving game state is between 99 and 11, will determine one of the "variation patterns 11" to "variation patterns 14" if the special symbol is not hit. If the special symbol is hit, it will determine one of the "variation patterns 15" to "variation patterns 16". "Variation pattern 11" is a shortened variation, and "variation pattern 12" is a normal variation, which is the same as "variation pattern 1" to "variation pattern 2".

[0154] If "Variation Pattern 13" is selected, "Super Reach 1 during Short Time" is selected as the "Performance Content" and "Variation Time" is set to "50 seconds". If "Variation Pattern 14" is selected, "Super Reach 2 during Short Time" is selected as the "Performance Content" and "Variation Time" is set to "60 seconds". If "Variation Pattern 15" is selected, "Super Reach 1 during Short Time" is selected as the "Performance Content" and "Variation Time" is set to "50 seconds". If "Variation Pattern 16" is selected, "Super Reach 2 during Short Time" is selected as the "Performance Content" and "Variation Time" is set to "60 seconds".

[0155] The main CPU 101, when the game state is a time-saving game state and the number of remaining games in the time-saving game state is between "10" and "0", determines "Variation Pattern 17" if the special symbol is a miss, and determines "Variation Pattern 18" if the special symbol is a hit.

[0156] If "Variation Pattern 17" is selected, "Special Variation During Short Time" is selected as the "Performance Content" and "Variation Time" is set to "10 seconds". If "Variation Pattern 18" is selected, "Special Variation During Short Time" is selected as the "Performance Content" and "Variation Time" is set to "30 seconds".

[0157] The main CPU 101, when the game state is the normal game state and judgment information is stored in the reserve memory area corresponding to the second start port 22, determines one of the following variation patterns, "Variation Pattern 19" to "Variation Pattern 20," as the variation pattern corresponding to the judgment information. If the special symbol is a miss, "Variation Pattern 19" is determined, and if the special symbol is a hit, "Variation Pattern 20" is determined.

[0158] If "Variation Pattern 19" is selected, "Special Variation During Normal Play" is selected as the "Performance Content" and "Variation Time" is set to "10 seconds". If "Variation Pattern 20" is selected, "Special Variation During Normal Play" is selected as the "Performance Content" and "Variation Time" is set to "20 seconds".

[0159] The main CPU 101 determines one of "Variation Pattern 21" to "Variation Pattern 23" if the game state is a probability variation game state and the special symbol is a miss. If the special symbol is a hit, it determines one of "Variation Pattern 24" to "Variation Pattern 25". "Variation Pattern 21" is a shortened variation, and "Variation Pattern 22" is a normal variation, which is the same as "Variation Pattern 1" to "Variation Pattern 2".

[0160] If "Variation Pattern 23" is determined, "Super Reach during Probability Change" is determined as the "Performance Content," and "Variation Time" is determined to be "40 seconds." If "Variation Pattern 24" is determined, "Super Reach during Probability Change" is determined as the "Performance Content," and "Variation Time" is determined to be "40 seconds." If "Variation Pattern 25" is determined, "Instant Win" is determined as the "Performance Content." "Instant Win" is a pattern in which, as the performance content, after the start of the variation, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are temporarily stopped and displayed as, for example, "777," and then the confirmed display is shown.

[0161] Next, the commands transmitted from the main control board 100 to the performance control board 200 will be explained based on Figures 8 and 9. Note that Figures 8 and 9 show only the main commands, and some commands have been omitted from the description.

[0162] The "First Special Symbol Memory Designation Command" (0-4) indicates the number of First Special Symbols to be held. When the number of First Special Symbols to be held increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0163] The "Second Special Symbol Memory Designation Command" (0-4) indicates the number of second special symbols to be held. When the number of second special symbols increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0164] The "specified symbol command" indicates the type of special symbol that will be displayed when the special symbol is stopped. When the type of special symbol is determined and the display of the special symbol changes begins, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0165] The "special symbol variation pattern specification command" indicates the variation time of the special symbols on the first special symbol display 27a or the second special symbol display 27b. It is set in the main RAM 103 when the variation display of the special symbols starts on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the performance control board 200.

[0166] The "Special Symbol Confirmation Command" indicates that a special symbol has been stopped and displayed. It is set in the main RAM 103 when the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the performance control board 200.

[0167] The "Normal Symbol Confirmation Command" indicates that a normal symbol has stopped being displayed. It is set in the main RAM 103 when the normal symbol display unit 27e stops displaying a normal symbol, and is transmitted to the performance control board 200.

[0168] The "Starting Gate Prize Designation Command" is used to notify the performance control board 200 in advance that a game ball has entered the starting gate and the result of the special symbol win determination process. It is set in the main RAM 103 and transmitted to the performance control board 200 when a game ball enters the first starting gate 21 or the second starting gate 22.

[0169] The "Grand Prize Entrance Designation Command" is used to notify the performance control board 200 of the entry of a game ball into the grand prize entrance 24. When a game ball enters the grand prize entrance 24, this command is set in the main RAM 103 and transmitted to the performance control board 200.

[0170] The "Special Feature Winning Game Opening Designation Command" indicates the start of a winning game. It is set in the main RAM 103 and transmitted to the performance control board 200 when a 2-round, 3-round, or 10-round winning game begins.

[0171] The "round specification command" indicates the number of rounds in a jackpot game. It is set in the main RAM 103 when the rounds of each jackpot game begin and transmitted to the performance control board 200.

[0172] The "Special Feature Winning Game Ending Designation Command" indicates the end of a winning game. It is set in the main RAM 103 when a 2-round, 3-round, or 10-round winning game ends and transmitted to the performance control board 200.

[0173] The "Normal Symbol Memory Specification Command" (0-4) indicates the number of normal symbols to be held. When the value stored in the normal symbol holding count memory area increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0174] The "Normal Symbol Specification Command" (Normal Symbol 0-3) indicates the type of normal symbol to be stopped and displayed on the normal symbol display unit 27e. When various normal symbols are determined and the variation display of normal symbols begins, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0175] The "Normal Symbol Variation Specification Command" indicates the variation time of the normal symbols on the normal symbol display unit 27e. It is set in the main RAM 103 when the variation display of the normal symbols begins and is transmitted to the performance control board 200.

[0176] The "Opening Designation Command for Regular Win" indicates that a regular win game is about to begin. It is set in the main RAM 103 when a regular win game starts and transmitted to the performance control board 200.

[0177] The "Ending Specification Command for Normal Win" indicates the end of various normal win games. It is set in the main RAM 103 when a normal win game ends and transmitted to the performance control board 200.

[0178] The "game state specification command" indicates whether the game is in normal game state, time-saving game state, or probability-changing game state. Depending on the game state specification command, it is set in the main RAM 103 at the start of the special symbol variation, at the end of the special symbol variation, and at the end of the jackpot game, and transmitted to the performance control board 200. The details of each game state specification command are also described in the flowchart.

[0179] The "Power-On Command" and the "Power-Restore Command" (for waiting for customers, during special symbol changes, and during special symbol wins) indicate whether or not powering on the pachinko machine 1 involves the initialization of the main RAM 103. When the power to the pachinko machine 1 is turned ON, the power-on command or power-restore command corresponding to whether or not the main RAM 103 has been initialized and the game state is transmitted to the performance control board 200.

[0180] The "customer waiting state specification command" indicates that the machine is in a customer waiting state where no special symbol variations are displayed. When the machine enters this state, the command is set in the main RAM 103 and transmitted to the performance control board 200.

[0181] The "error specification command" (various types) indicates that an error has occurred in the pachinko game machine 1 and the type of error. When the occurrence of any type of abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0182] The "Error Clearing Command" (various types) indicates that an error that occurred in the pachinko game machine 1 has been resolved. When the resolution of any abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0183] The "Setting Value (Setting Value 1) Specification Command" indicates the setting value set in the pachinko game machine 1, and is sent to the performance control board 200 after the power of the pachinko game machine 1 is turned ON, specifically after the power-on specification command or power-restoration specification command is sent, or during the execution of the setting change process or the execution of the setting confirmation process.

[0184] The "Setting Value Change in Progress" command indicates that a setting change process is being executed and is sent to the performance control board 200 while the setting change process is running. The "Checking Settings Command" indicates that the settings confirmation process is being executed and is sent to the performance control board 200 while the settings confirmation process is running. The "Setting Value Confirmation Complete Command" indicates that the setting confirmation process has finished and is sent to the performance control board 200 during the execution of the setting confirmation process.

[0185] The "limit function activation command" indicates that the limit function has been activated and is transmitted to the performance control board 200 when the limit function is activated. The "Limit Function Activation Pre-Notification Start Command" indicates that the limit function counter has reached 90,000, and is transmitted to the performance control board 200 when the limit function counter reaches 90,000. The "pre-notification update command" indicates that the limit function counter has reached an update timing, and is transmitted to the performance control board 200 when each update timing is reached. In this embodiment, update timings are set every 500, and the "pre-notification update command" is transmitted when the limit function counter reaches "90500", "91000", "91500", "92000", "92500", "93000", "93500", "94000", and "94500". Note that this update timing can be set to any value, and it may be set to update at "1000" or at "1".

[0186] The "Pre-notification command for activation of the limit function during a jackpot" indicates that the limit function counter has reached 95,000 during a jackpot, and is transmitted to the performance control board 200 when the limit function counter reaches 95,000 during a jackpot. The "Limit Function Activation Pre-Notification Termination Command" indicates that the limit function counter has reached 89000 during the execution of the pre-notification, and is transmitted to the performance control board 200 when the limit function counter reaches 89000 during the execution of the pre-notification. Further details regarding the limit function and other features will be discussed later.

[0187] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.

[0188] (Regarding the main processing on the main control board) Figure 10 is a flowchart showing the main processing performed on the main control board 100. This processing is initiated by the main CPU 101 of the main control board 100 when power is supplied to the pachinko game machine 1 and voltage is supplied to each control board from the power supply board 400.

[0189] (Step S1) In step S1, the main CPU 101 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S1 is repeated; otherwise, the process proceeds to step S2. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown).

[0190] (Step S2) In step S2, the main CPU 101 disables interrupts (the main control board timer interrupt processing). As a result, the main CPU 101 executes only this process until interrupts are enabled in step S18, which will be described later. Once interrupts are disabled, the process moves to step S3.

[0191] Alternatively, after completing the processing in step S2, a launch stop signal (launch stop command) may be output to disable the launch permission signal. This prevents the game ball from being launched while interrupts are disabled. Then, in the first main control board timer interrupt processing after interrupts are enabled in step S18 described later, the launch permission signal should be set to the enabled state.

[0192] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power to the pachinko game machine 1 is turned ON (power switch 400a is ON) while the RAM clear switch 105 is pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4; otherwise, the process proceeds to step S9.

[0193] (Step S4) In step S4, the main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key is inserted into the setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position. If the above detection is not performed, it determines that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S5; if the setting change key is not in the setting change position, the process proceeds to step S7.

[0194] (Step S5) In step S5, the main CPU 101 executes the setting value change process. After completing the setting value change process, the process moves on to step S6.

[0195] (Step S6) In step S6, the main CPU 101 sends a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and the power has been turned on. When the performance control board 200 receives this command, it sends a message to the image display device 26 via the image and sound control unit 200b, for example, displaying "Powering on" and outputting the message "Powering on" from the speaker 10. After sending the power-on command, the process moves to step S17.

[0196] (Step S7) In step S7, if the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes area 1 and area 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if the game is in either a time-saving game state or a probability-changing game state when the arcade closes, to start from a normal game state when the arcade opens the next day. After initializing area 1 and area 2 (excluding the setting value storage area) of the main RAM 103, the process moves to step S8.

[0197] (Step S8) In step S8, the main CPU 101 sends a power-on command. After sending the power-on command, the process moves to step S17.

[0198] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10; otherwise, the process proceeds to step S11.

[0199] (Step S10) In step S10, the main CPU 101 executes a setting value verification process. After completing the setting value verification process, the process moves on to step S11.

[0200] (Step S11) In step S11, the main CPU 101 determines whether there is backed-up data. For example, when the power to the pachinko machine 1 is turned OFF, a backup process (not shown) is performed, which includes data retention, checksum storage, and setting of the backup flag. If the backup flag is ON, it is determined that there is backed-up data; if the backup flag is not ON, it is determined that there is no backed-up data. As a result, if there is backed-up data, the process moves to step S12; if there is no backed-up data, it is determined that this is the first power-on and the process moves to step S17.

[0201] (Step S12) In step S12, the main CPU 101 calculates the checksum of the main RAM 103 area. After calculating the checksum of the main RAM 103 area, the process moves on to step S13.

[0202] (Step S13) In step S13, the main CPU 101 determines whether the checksum of the main RAM 103 area is normal. For example, it determines whether the checksum value stored in the backup process (not shown) matches the checksum value calculated in step S12. If they match, it determines that the checksum is normal; if they do not match, it determines that the checksum is not normal. If the checksum is normal, the process proceeds to step S15; if the checksum is not normal, the process proceeds to step S14.

[0203] (Step S14) In step S14, the main CPU 101 executes a game stop process (error setting). Specifically, it sends an error command to the performance control board 200 to trigger error notification using the light-emitting device 9, speaker 10, image display device 26, etc., and performs a process that makes it impossible to clear the error unless a setting value change process is performed. The CPU remains in this process until a setting value change process is performed.

[0204] (Step S15) In step S15, the main CPU 101 performs a recovery process, that is, it restores the system to the state it was in before the power outage. Once the system has successfully restored to the state it was in before the power outage, the process proceeds to step S16.

[0205] (Step S16) In step S16, the main CPU 101 sends a power recovery command. The power recovery command indicates that the RAM clear switch 105 is OFF and power has been restored (returning to the state before the power outage). When the performance control board 200 receives this command, it displays "Power recovery in progress" on the image display device 26 via the image and sound control unit 200b, and outputs the audio "Power recovery in progress" from the speaker 10. After sending the power recovery command, the process moves to step S17.

[0206] (Step S17) In step S17, the main CPU 101 performs the CTC configuration. Specifically, it configures the CTC (Counter Timer Circuit), which has functions such as creating pulse outputs at a fixed interval and measuring time, and sets the CTC's time constant register so that the main control board timer interrupt processing described later is performed periodically every 4ms. After the CTC configuration is completed, the process moves to step S18.

[0207] (Step S18) In step S18, the main CPU 101 enables interrupts (making the game playable). After enabling interrupts, it waits, and thereafter, the main control board timer interrupt processing described later is performed every 4ms.

[0208] (Regarding timer interrupt processing on the main control board) Figure 11 is a flowchart showing the main control board timer interrupt processing performed on the main control board 100. This processing is executed by periodically interrupting the main control board processing (for example, every 4ms).

[0209] (Step S101) In step S101, the main CPU 101 saves the information stored in the registers. After saving the information stored in the registers, the process moves on to step S102.

[0210] (Step S102) In step S102, the main CPU 101 executes a time management process to update the timer used for the game. After updating the timer used for the game, the process moves on to step S103.

[0211] (Step S103) In step S103, the main CPU 101 updates the initial random numbers for special symbol hit detection, special symbol determination, special symbol variation pattern determination, and reach detection. These random numbers constitute the detection information. After the various random number update processes are completed, the process moves to step S104.

[0212] (Step S104) In step S104, the main CPU 101 executes an input switch detection process to detect input from each switch. This process will be described later. Once input from each switch is detected, the process proceeds to step S105.

[0213] (Step S105) In step S105, the main CPU 101 executes processing related to the special symbols. This processing will be described later. After completing the processing related to the special symbols, the process moves on to step S106.

[0214] (Step S106) In step S106, the main CPU 101 executes processing related to the regular symbols. For example, when a game ball passes through the gate member 20, it performs "regular symbol hit determination processing," which includes determining the regular symbol and the time it takes for the regular symbol to change. After completing the processing related to the regular symbols, the process moves on to step S107.

[0215] (Step S107) In step S107, the main CPU 101 executes processing related to the payout of game balls. For example, in the input SW detection process in step S104, if the entry of a game ball is detected, the main CPU 101 sets a payout command signal in the payout command transmission area in order to send a payout command signal to the payout control board 300 in order to pay out the corresponding prize balls. After completing the processing related to the payout of game balls, the process moves on to step S108.

[0216] (Step S108) In step S108, the main CPU 101 performs an anomaly detection process. For example, it determines whether the magnetic sensor 27h is detecting magnetism or whether the radio wave sensor 27i is detecting radio waves. If magnetism or radio waves are detected, it performs a process to announce an error. After the anomaly detection process is completed, the process moves to step S109.

[0217] (Step S109) In step S109, the main CPU 101 executes the process of sending various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided on the main control board 100, and if a command is set, it sends the set command to the performance control board 200 and the payout control board 300. After completing the command transmission process, the process moves on to step S110.

[0218] (Step S110) In step S110, if the main CPU 101 is performing a symbol variation game based on a game ball entering the first start port 21, it controls the display of the special symbols (variation display and confirmation display) in the first special symbol display 27a, and if the symbol variation game is based on a game ball entering the second start port 22, it controls the display of the special symbols (variation display and confirmation display) in the second special symbol display 27b. After finishing the display control of the special symbols, the process proceeds to step S111.

[0219] (Step S111) In step S111, the main CPU 101 performs display control (variation display and confirmation display) of the regular symbols on the regular symbol display unit 27e. It also performs display control of the regular symbol hold display unit 27f based on the fact that a game ball has passed through the gate member 20 and that the regular symbol variation game has ended. After the display control of the regular symbols is completed, the process proceeds to step S112.

[0220] (Step S112) In step S112, the main CPU 101 executes game performance information management processing. Specifically, it calculates game performance information using the formula "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100" and performs processing such as displaying the calculated game performance information on the display unit 104. After completing the game performance information management processing, the process moves on to step S113.

[0221] (Step S113) In step S113, the main CPU 101 executes a limit function operation monitoring process related to the operation of the limit function. This process will be described later. After the limit function operation monitoring process is completed, the process moves on to step S114.

[0222] (Step S114) In step S114, the main CPU 101 restores the information saved in step S101 to the register. After restoring the saved information to the register, the main control board timer interrupt processing is terminated.

[0223] (Regarding input switch detection processing) Figure 12 is a flowchart showing the input SW detection process performed on the main control board 100 (a subroutine for step S104 of the main control board timer interrupt processing).

[0224] (Step S104-1) In step S104-1, the main CPU 101 executes the first start port detection process. This process will be described later. After completing the first start port detection process, the process moves on to step S104-2.

[0225] (Step S104-2) In step S104-2, the main CPU 101 executes the second start gate detection process when it receives information from the second start gate detection SW22a that a game ball has entered the gate. Since the processing content of the second start gate detection process is the same as that of the first start gate detection process, it will be explained together with the first start gate detection process. After the second start gate detection process is completed, the process moves on to step S104-3.

[0226] (Step S104-3) In step S104-3, when the main CPU 101 receives information indicating that a game ball has been detected entering the normal winning opening from the normal winning opening detection SW 23a, the main CPU executes a process of setting a payout command signal in the command transmission area for payout, so as to cause the payout control board 300 to pay out 8 game balls as prize balls. Then, when the normal winning opening detection process is terminated, the process proceeds to step S104-4.

[0227] (Step S104-4) In step S104-4, when the main CPU 101 receives information indicating that a game ball has been detected entering the big winning opening from the big winning opening detection SW 24a, the main CPU executes a process of setting a payout command signal in the command transmission area for payout, so as to cause the payout control board 300 to pay out 15 game balls as prize balls. Further, in order to notify that a game ball has entered the big winning opening 24 using the image display device 26 or the like, a big winning opening winning designation command is set in the command transmission area. Then, when the big winning opening detection process is terminated, the process proceeds to step S104-5.

[0228] (Step S104-5) In step S104-5, when the main CPU 101 receives information indicating that a game ball has been detected entering from the gate detection SW 20a, the main CPU executes the passage gate detection process. Then, when the passage gate detection process is terminated, the process proceeds to step S105 of the main control board timer interrupt process.

[0229] (Regarding the first starting opening detection process) Figure 13 is a flowchart (a subroutine of step S104-1 of the input SW detection process) showing the first starting opening detection process executed in the main control board 100.

[0230] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether it has received information indicating that a game ball has entered the first start gate detection SW 21a. If it has received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-1-2. If it has not received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-2 of the input SW detection process.

[0231] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 3 game balls as prize balls for a game ball entering the first start opening 21. After setting the prize ball command, the process moves on to step S104-1-3.

[0232] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the pending memory area is stored up to the "fourth memory area". That is, it determines whether the number of pending symbols for the symbol variation game in the first start port 21 is "4". If it is stored up to the "fourth memory area", it proceeds to step S104-2 of the input SW detection process; otherwise, it proceeds to step S104-1-4.

[0233] (Step S104-1-4) In step S104-1-4, the main CPU 101 obtains a random value for determining whether a special symbol is winning. The random value obtained in this process will be used in the winning determination process and the special symbol variation start process. After obtaining the random value for determining whether a special symbol is winning, the process moves on to step S104-1-5.

[0234] (Step S104-1-5) In step S104-1-5, the main CPU 101 obtains a random value for determining the special symbol. The random value obtained in this process will be used in the prize-winning judgment process and the special symbol variation start process. After obtaining the random value for determining the special symbol, the process moves on to step S104-1-6.

[0235] (Step S104-1-6) In step S104-1-6, the main CPU 101 obtains random values ​​for determining the special symbol variation pattern and random values ​​for determining a reach. The random values ​​obtained in this process will be used in the prize-winning determination process and the special symbol variation start process. After obtaining the random values ​​for determining the special symbol variation pattern and random values ​​for determining a reach, the process moves on to step S104-1-7.

[0236] Furthermore, the acquisition of random values ​​for determining special symbol wins, determining special symbol selections, determining special symbol variation patterns, and determining reach outcomes may be performed before step S104-1-3. If it is determined in step S104-1-3 that the data has been stored up to the "fourth memory area," the acquired random values ​​may be discarded.

[0237] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores random values ​​for determining special symbols, random values ​​for determining special symbols, random values ​​for determining special symbol variation patterns, and random values ​​for determining a reach as judgment information in an available memory area. For example, if the "third memory area" is full and the "fourth memory area" is empty, the random values ​​are stored in the "fourth memory area". Once the random values ​​are stored in an available memory area, the process moves to step S104-1-8.

[0238] (Step S104-1-8) In step S104-1-8, the main CPU 101 executes the win determination process. This win determination process determines whether the random value obtained in step S104-1-4 is a special symbol win, prior to the special symbol win determination process in the special symbol variation start process. As a result, for example, if the random value for special symbol win determination stored in the "fourth memory area" in step S104-1-7 is a special symbol win, a pre-announcement effect (described later as a "pre-read effect") can be executed across multiple variations. After the win determination process is completed, the process moves on to step S104-1-9.

[0239] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the command to specify the first starting slot entry in the command transmission area in order to send the command to the performance control board 200. The command to specify the first starting slot entry also includes information on the judgment result of the entry judgment process in step S104-1-8, and the performance control board 200 can recognize whether the judgment result of the entry judgment process is a win or a loss by receiving this command. After setting the command to specify the first starting slot entry, the process moves to step S104-1-10.

[0240] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first special symbol memory specification command in the command transmission area in order to send the first special symbol memory specification command to the performance control board 200. After setting the first special symbol memory specification command, the process moves to step S104-2 of the input SW detection process.

[0241] Furthermore, for the processing when the second start port is detected, the first start port and the first special symbol can be replaced with the second start port and the second special symbol, respectively.

[0242] (Regarding processing related to special patterns) FIG. 14 is a flowchart showing special symbol-related processing performed on the main control board 100 (a subroutine of step S105 of the main control board timer interrupt processing).

[0243] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating a stopped state is stored in the special symbol state flag storage area of the main RAM 103. For example, the main CPU 101 sets a value "1" indicating a varying state in the special symbol state flag storage area when starting the variation of the special symbol, and sets a value "0" indicating a stopped state in the special symbol state flag storage area when stopping the variation of the special symbol. Note that after the value "0" indicating the stopped state is set, if a special symbol win is determined, a value "2" indicating a big win game is set. Then, when the value "0" indicating the stopped state is set, the process proceeds to step S105-2, and when the value "0" indicating the stopped state is not set, the process proceeds to step S105-3.

[0244] (Step S105-2) In step S105-2, the main CPU 101 executes special symbol variation start time processing. This processing will be described later. Then, when the special symbol variation start time processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.

[0245] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating a varying state is stored in the special symbol state flag storage area of the main RAM 103. Then, when the value "1" indicating the varying state is set, the process proceeds to step S105-4, and when the value "1" indicating the varying state is not set, the process proceeds to step S105-5.

[0246] (Step S105-4) In step S105-4, the main CPU 101 executes special symbol variation processing. This processing will be described later. After the special symbol variation processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0247] (Step S105-5) In step S105-5, the main CPU 101 determines whether a flag indicating a jackpot game is stored in the special symbol state flag storage area of ​​the main RAM 103. If the value "2" indicating a jackpot game is set, the process proceeds to step S105-6; otherwise, the process proceeds to step S105-6.

[0248] (Step S105-6) In steps S105-6, the main CPU 101 performs the jackpot game processing. This processing will be described later. After the jackpot game processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0249] (Regarding the processing at the start of special symbol changes) Figure 15 is a flowchart showing the processing performed on the main control board 100 when the special symbol variation starts (a subroutine for step S105-2 of the special symbol-related processing).

[0250] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a hold in the hold storage area corresponding to the second start port 22 provided in the main RAM 103. If there is a hold corresponding to the second start port 22, the process moves to step S105-2-2; if there is no hold corresponding to the second start port 22, the process moves to step S105-2-4.

[0251] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reserved slots in the second start slot 22. This subtraction involves sliding the judgment information from "the variable memory area" to "the fourth memory area" and then clearing the memory area by "1". Consequently, the display of the second special symbol reserved indicator 27d also changes to a display mode corresponding to the number of reserved slots (from "flashing" to "on", or from "on" to "off"). After subtracting "1" from the number of reserved slots in the second start slot 22, the process moves to step S105-2-3.

[0252] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a command to specify the storage of the second special symbol in the command transmission area in order to subtract the number of reserved symbols managed by the performance control board 200. After setting the command to specify the storage of the second special symbol, the process moves on to step S105-2-8.

[0253] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a hold in the hold storage area corresponding to the first start port 21 provided in the main RAM 103. If there is a hold corresponding to the first start port 21, the process moves to step S105-2-5; if there is no hold corresponding to the first start port 21, the process moves to step S105-2-7.

[0254] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of reserved slots in the first start slot 21. This subtraction involves sliding the judgment information from "the variable memory area" to "the fourth memory area" and then clearing the memory area by "1". Consequently, the display of the first special symbol reserved indicator 27c also changes to a display mode corresponding to the number of reserved slots (from "flashing" to "on", or from "on" to "off"). After subtracting "1" from the number of reserved slots in the first start slot 21, the process moves to step S105-2-6.

[0255] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets the command to specify the first special symbol to be stored in the command transmission area in order to subtract the number of reserved symbols managed by the performance control board 200. After setting the command to specify the first special symbol to be stored, the process moves on to step S105-2-8.

[0256] (Step S105-2-7) In step S105-2-7, the main CPU 101 sets a customer waiting status specification command in the command transmission area in order to display the "waiting for customers" screen on the image display device 26. After setting the customer waiting status specification command, the process moves to step S106 of the main control board timer interrupt processing.

[0257] The "Waiting for Customers" screen displays, for example, the sub-symbols that were confirmed in the last completed symbol variation game, the background image that was displayed in the last completed symbol variation game, and the variation icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j. In addition, images that indicate that volume or brightness can be adjusted (for example, a level gauge image or an image resembling a directional pad button) are also displayed. After a predetermined time has elapsed in the "Waiting for Customers" screen, a "demo performance" is executed. In the "demo performance," the sub-symbols and background image that were displayed in the "Waiting for Customers" screen, as well as the variation icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j, are not displayed. Instead, the entire display area is used to display, for example, the machine name, manufacturer name, and warning information to prevent excessive gambling. After a predetermined time has elapsed in the "demo performance," the screen returns to "Waiting for Customers."

[0258] Alternatively, the command to specify the waiting state may be omitted. In this case, the performance control board 200 can measure the time elapsed since the end of the previous symbol variation game, and if a predetermined time has elapsed without receiving a new start command (such as a special symbol variation pattern specification command), it can display the "Waiting for Customers" screen. This eliminates the need for the customer waiting state specification command, thus reducing the number of commands and simplifying control.

[0259] (Step S105-2-8) In step S105-2-8, if the main CPU 101 has performed step S105-2-1, it will perform the special symbol hit determination process using the determination information acquired and stored in the second start gate detection process. If the main CPU 101 has performed step S105-2-4, it will perform the special symbol hit determination process using the determination information acquired and stored in the first start gate detection process. This process will be described later. After the special symbol hit determination process is completed, the process will proceed to step S105-2-9.

[0260] (Step S105-2-9) In step S105-2-9, the main CPU 101 executes a special symbol variation pattern determination process to determine the variation pattern of the special symbols in the symbol variation game. Once the variation pattern of the special symbols is determined, the process moves on to step S105-2-10.

[0261] (Step S105-2-10) In step S105-2-10, the main CPU 101 sets a special symbol variation pattern specification command in the command transmission area in order to send a command indicating the special symbol variation pattern determined in step S105-2-9 to the performance control board 200. For example, if "Variation Pattern 9" was determined in step S105-2-9, a special symbol variation pattern specification command indicating "Variation Pattern 9" is set. After setting the special symbol variation pattern specification command, the process moves to step S105-2-11.

[0262] (Step S105-2-11) In step S105-2-11, the main CPU 101 sets the variation time corresponding to the special symbol variation pattern determined in step S105-2-9 in the time management counter of the main RAM 103. For example, if "Variation Pattern 9" is determined, the variation time is set to "60 seconds". After setting the variation time, the process moves to step S105-2-12.

[0263] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets the value "1" in the special symbol status flag storage area of ​​the main RAM 103 to indicate that the symbol is changing. This allows the CPU to recognize that the special symbol is changing. In this process, the CPU also starts subtracting the change time set in step S105-2-11. After setting the value "1" in the special symbol status flag storage area to indicate that the symbol is changing, the CPU proceeds to step S106 of the main control board timer interrupt processing.

[0264] In the above explanation, if there is judgment information for the second starting port 22 in step S105-2-1, the special symbol hit judgment process is executed in priority over the first starting port 21. However, it is also possible to execute the special symbol hit judgment process in the order in which the balls entered the first starting port 21 and then the second starting port 22.

[0265] (Regarding processing during special symbol changes) Figure 16 is a flowchart showing the special symbol variation processing performed on the main control board 100 (subroutine of step S105-4 of the special symbol related processing).

[0266] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variation time has elapsed using the time management counter in the main RAM 103. For example, if "Variation Pattern 9" is determined and "60 seconds" is set, it determines whether "60 seconds" has elapsed. If the variation time for the special symbol has elapsed, the process moves to step S105-4-2; otherwise, the process moves to step S106 of the main control board timer interrupt processing.

[0267] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol confirmation command in the command transmission area in order to send a special symbol confirmation command to the performance control board 200 to stop the sub-symbols that are being displayed in a variable manner on the image display device 26. After setting the special symbol confirmation command, the process moves on to step S105-4-3.

[0268] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" in the special symbol status flag storage area of ​​the main RAM 103 to indicate that the special symbol is stopped. This allows the CPU to recognize that the special symbol is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that the special symbol is stopped, the process moves to step S105-4-4.

[0269] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of the special symbol win determination process is a special symbol win. If it is a special symbol win, the process moves to step S105-4-5; otherwise, the process moves to step S105-4-8.

[0270] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets a value indicating "Big Win" in the special symbol state flag storage area of ​​the main RAM 103. This allows the system to recognize that a big win (big win game) is in progress. After setting the value indicating "Big Win" in the special symbol state flag storage area, the system proceeds to step S105-4-6. In addition, "0" indicating "Non-Electric Support State" is set in the normal symbol state flag storage area of ​​the main RAM 103. This means that the system is in a "Non-Electric Support State" during a big win game.

[0271] (Step S105-4-6) In step S105-4-6, the main CPU 101 sets an opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the jackpot game. For example, when special symbol A is determined, the opening specification command for the 3R special symbol jackpot game is set, and when special symbol D is determined, the opening specification command for the 10R special symbol jackpot game is set. After setting the opening specification command, the process moves to step S105-4-7.

[0272] (Step S105-4-7) In step S105-4-7, the main CPU 101 sets the time corresponding to the opening of the jackpot game (for example, "10 seconds") in the time management counter of the main RAM 103. After setting the time corresponding to the opening of the jackpot game, the process moves to step S106 of the main control board timer interrupt processing.

[0273] (Step S105-4-8) In step S105-4-8, the main CPU 101 determines whether the number of bonus rounds has been set. Specifically, it refers to the counter in the main RAM 103 to determine if a value other than 0 is set in the counter. If the number of bonus rounds has been set, the process proceeds to step S105-4-9; otherwise, the process proceeds to step S105-4-13.

[0274] (Step S105-4-9) In step S105-4-9, the main CPU 101 subtracts the number of times the bonus round has been played. Specifically, it subtracts 1 from the count counter in the main RAM 103. After subtracting the number of times the bonus round has been played, the process moves to step S105-4-10.

[0275] (Step S105-4-10) In step S105-4-10, the main CPU 101 determines whether the number of probability-changing game states after subtraction is 0. That is, it determines whether the number of times the game has been in a probability-changing state has become 0 in the counter of the main RAM 103 as a result of the subtraction. If the number of times the game has been in a probability-changing state has become 0 in the counter of the main RAM 103 as a result of the subtraction, the process moves to step S105-4-11. If the number of times the game has been in a probability-changing state has not become 0, the process moves to step S106 of the main control board timer interrupt processing.

[0276] (Step S105-4-11) In step S105-4-11, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of ​​the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-4-12.

[0277] (Step S105-4-12) In step S105-4-12, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves to step S106 of the main control board timer interrupt processing.

[0278] (Step S105-4-13) In step S105-4-13, the main CPU 101 determines whether the number of time-saving rounds is set in the count counter. The method for referencing the count counter is the same as when referencing the number of probability-changing rounds. If the number of time-saving rounds is set in the count counter, the process proceeds to step S105-4-14; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing.

[0279] (Step S105-4-14) In step S105-4-14, the main CPU 101 decrements the time reduction count by 1 in the count counter. After decrementing the time reduction count by 1, the process proceeds to step S105-4-15.

[0280] (Step S105-4-15) In step S105-4-15, the main CPU 101 subtracts 1 from the number of time reductions and then determines whether the number of time reductions in the counter after the subtraction is 0. If the number of time reductions in the counter after the subtraction is 0, the process proceeds to step S105-4-16. If the number of time reductions is not 0, the process proceeds to step S106 of the main control board timer interrupt processing.

[0281] (Step S105-4-16) In step S105-4-16, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of ​​the main RAM 103 to indicate that it is in the normal game state. Once the game state is set to the normal game state, the process moves on to step S105-4-17.

[0282] (Step S105-4-17) In step S105-4-17, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves to step S106 of the main control board timer interrupt processing.

[0283] (Regarding the processing of jackpot wins) Figure 17 is a flowchart showing the jackpot game processing performed on the main control board 100 (subroutine of steps S105-6 of the special symbol related processing).

[0284] (Step S105-6-1) In step S105-6-1, the main CPU 101 determines whether the conditions for ending the final round have been met. For example, if special symbol A is selected, it determines whether the conditions for ending the 3rd round have been met; if special symbol D is selected, it determines whether the conditions for ending the 10th round have been met. If the conditions for ending the final round have been met, the process proceeds to step S105-6-3; otherwise, the process proceeds to step S105-6-2.

[0285] (Step S105-6-2) In step S105-6-2, the main CPU 101 executes a round game that opens and closes the large prize slot 24. When the conditions for the end of one round are met, the process moves to step S106 of the main control board timer interrupt processing.

[0286] (Step S105-6-3) In step S105-6-3, the main CPU 101 determines whether the game is a jackpot game involving special symbol A, special symbol D, or special symbol E. If it is a jackpot game involving any of these special symbols, the process moves to step S105-6-4; otherwise, the process moves to step S105-6-8.

[0287] (Step S105-6-4) In step S105-6-4, the main CPU 101 sets the game state to a probability variation game state. In this process, the value "2" is set in the game state storage area of ​​the main RAM 103. After setting "2" in the game state storage area of ​​the main RAM 103, the process moves to step S105-6-5.

[0288] (Step S105-6-5) In step S105-6-5, the main CPU 101 sets 100 as the maximum number of times the bonus round is active. Specifically, it sets 100 in the counter of the main RAM 103 as the number of times the bonus round is active. After setting the maximum number of times the bonus round is active, the process moves to step S105-6-6.

[0289] (Step S105-6-6) In step S105-6-6, the main CPU 101 sets a game state specification command (probability variation) in the command transmission area in order to send a game state specification command (probability variation) to the performance control board 200 to indicate that the game is in a probability variation state. After setting the game state specification command (probability variation), the process moves to step S105-6-7.

[0290] (Step S105-6-7) In step S105-6-7, the main CPU 101 sets the value "0" in the special symbol state flag storage area of ​​the main RAM 103 to indicate that the symbols are stopped. Although the value "0" is set in this process, the special symbols are stopped during a jackpot game, so this process is essentially just setting a flag to start the next spin. After setting the value "0" in the special symbol state flag storage area, the process moves to step S106 of the main control board timer interrupt processing.

[0291] (Step S105-6-8) In step S105-6-8, the main CPU 101 determines whether it is a jackpot game with special symbol B. If it is a jackpot game with special symbol B, the process moves to step S105-6-9; otherwise, the process moves to step S106 of the main control board timer interrupt processing.

[0292] (Step S105-6-9) In step S105-6-9, the main CPU 101 sets the game state to the time-saving game state. In this process, the value "1" is set in the game state storage area of ​​the main RAM 103. After setting "1" in the game state storage area of ​​the main RAM 103, the process moves to step S105-6-10.

[0293] (Step S105-6-10) In step S105-6-10, the main CPU 101 sets the time-saving limit to 100 in the count counter. After setting the time-saving limit to 100 in the time-saving count counter, the process moves to step S105-6-11.

[0294] (Step S105-6-11) In step S105-6-11, the main CPU 101 sets a game state specification command (time-saving) in the command transmission area in order to send a game state specification command (time-saving) to the performance control board 200 to indicate that the game is in a time-saving game state. After setting the game state specification command (time-saving), the process moves on to step S105-6-12.

[0295] (Step S105-6-12) In step S105-6-12, the main CPU 101 sets the value "0" in the special symbol status flag storage area of ​​the main RAM 103 to indicate that it is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that it is stopped, the process moves to step S106 of the main control board timer interrupt processing.

[0296] (Regarding the limit function activation monitoring process) Figure 18 is a flowchart showing the limit function operation monitoring process performed on the main control board 100 (a subroutine in step S113 of the main control board timer interrupt processing).

[0297] (Regarding the limit function) First, the limit function installed in the pachinko game machine 1 in this embodiment will be described.

[0298] First, the main CPU 101 counts the number of balls detected by the out detection SW25a (the number of balls used in the game) under predetermined counting conditions. For example, if one game ball is detected by the out detection SW25a, the limit function counter is set to "-1". In other words, a negative value (value A) is counted for the player. Although the out detection SW25a was used as the counting method, for example, a launched ball detection SW could be provided to detect launched game balls and subtract from the limit function counter.

[0299] Next, the main CPU 101 counts the number of game balls (number of balls dispensed) that are paid out as prize balls when balls enter the prize pockets, under predetermined counting conditions. For example, if one game ball enters the large prize pocket 24 and is detected by the large prize pocket detection SW24a, the limit function counter is set to "+15" (adding the number of prize balls that entered the large prize pocket 24). In other words, it counts a value (value B) that is positive for the player.

[0300] The predetermined counting conditions include, for example, the period from when the power to the pachinko machine 1 is turned ON until it is turned OFF, or from when the power to the pachinko machine 1 is turned ON until the limit function is activated. In other words, when the power to the pachinko machine 1 is turned ON and the timer interrupt processing of the main control board 100 becomes possible, the counting conditions can be said to be met. Furthermore, during the operation of the amusement parlor, the value of the limit function counter does not change due to the change of players.

[0301] The main CPU 101 updates and stores the value of value A at its lowest point and the value of value B at its highest point under predetermined counting conditions, and calculates and stores the difference between them (maximum difference). For example, if the game starts and the values ​​decrease to "-1000", increase to "2000", decrease to "-3000", increase to "1000", decrease to "-300", and increase to "4000", the minimum value of value A will be "-3000", the maximum value of value B will be "4000", and the maximum difference will be "7000". When this maximum difference reaches a predetermined value (for example, 95000), the limit function is activated.

[0302] The method for finding the maximum difference is not limited to this; one could also calculate the maximum difference using only "0" and the value at the point when value B was highest, without calculating negative values ​​(value A). In any case, the situation in which the limit function is activated is assumed to be when big wins occur consecutively and the value B becomes large, and the limit function can be said to be a function to prevent players from being given an excessive number of game balls.

[0303] When the limit function is activated, the game enters a state known as "game stoppage," and even if there is time remaining until the pachinko parlor's closing time, it becomes impossible to continue playing on the stopped pachinko machine 1. In this game stoppage state, it is not possible to launch game balls, and even if there are game balls remaining in the game area 7a and they enter the first start opening 21, no prize balls will be paid out, nor will the special symbol win detection process be performed. Furthermore, the game stoppage state cannot be released unless a pachinko parlor employee operates the RAM clear switch 105 while turning on the power to the pachinko machine 1. In other words, simply turning the power to the pachinko machine 1 OFF and then ON will not release the game stoppage state.

[0304] If the maximum difference reaches a predetermined value (for example, 95000) during the execution of a symbol variation game, the limit function will be activated immediately, even if the symbol variation game is still in progress. On the other hand, if the maximum difference reaches a predetermined value (for example, 95000) during the execution of a jackpot game, the limit function will be activated after the jackpot game has ended.

[0305] To prevent players from being surprised if the limit function activates abruptly, a warning is provided in advance when the limit function is about to activate. For example, by displaying "XX remaining until limit function activates," players are made aware that the limit function is about to activate. Based on the above, let's return to the explanation of the flowchart.

[0306] Furthermore, in the case of a so-called Type 1 and Type 2 pachinko machine that includes a minor win game, where a major win game is triggered when a game ball passes through a specific area within the major prize winning area during the minor win game, if the maximum difference during the minor win game reaches a predetermined value (for example, 95000), the limit function should be activated after the subsequent major win game has finished.

[0307] (Step S113-1) In step S113-1, the main CPU 101 determines whether a ball has entered any of the first starting gate 21, second starting gate 22, normal prize gate 23, or large prize gate 24. Specifically, it determines whether an input indicating a ball entry has been received from the SW corresponding to each prize gate. If a ball has entered any of the gates, the process proceeds to step S113-2; otherwise, the process proceeds to step S113-3.

[0308] (Step S113-2) In step S113-2, the main CPU 101 adds a value corresponding to each prize entry point to the limit function counter. For example, if a ball enters the first starting point 21, "3" is added, and if a ball enters the main prize entry point 24, "15" is added. After completing the addition process to the limit function counter, the process moves to step S113-3.

[0309] (Step S113-3) In step S113-3, the main CPU 101 determines whether input has been received by the out detection SW25a. That is, it determines whether the game ball has passed the out detection SW25a. If input has been received by the out detection SW25a, the process proceeds to step S113-4; otherwise, the process proceeds to step S113-5.

[0310] (Step S113-4) In step S113-4, the main CPU 101 decrements the limit function counter by 1. After decrementing the limit function counter by 1, the process proceeds to step S113-5.

[0311] (Step S113-5) In step S113-5, the main CPU 101 updates the limit function counter. For example, in this process, it stores the value at the lowest point of value A and the value at the highest point of value B, calculates the difference between them (maximum difference) and stores it. After updating the limit function counter, the process moves to step S113-6.

[0312] (Step S113-6) In step S113-6, the main CPU 101 determines whether the value of the limit function counter (maximum difference) has reached a predetermined value (for example, 95000). If it has reached the predetermined value (for example, 95000), the process proceeds to step S113-7; otherwise, the process proceeds to step S113-11.

[0313] (Step S113-7) In step S113-7, the main CPU 101 determines whether a flag indicating a jackpot game is stored in the special symbol state flag storage area. If the value "2" indicating a jackpot game is set, the process proceeds to step S113-8; otherwise, the process proceeds to step S113-9.

[0314] (Step S113-8) In step S113-8, the main CPU 101 sets a command in the command transmission area to send a command to the performance control board 200 indicating that the conditions for activating the limit function during a jackpot game have been met. In other words, even if the conditions for activating the limit function are met during a jackpot game, the limit function is not activated immediately, but only a pre-notification command is sent. After setting the command in the command transmission area, the process moves to step S114 of the main control board timer interrupt processing.

[0315] (Step S113-9) In step S113-9, the main CPU 101 sets a limit function activation command in the command transmission area in order to send a limit function activation command to the performance control board 200 to indicate that the conditions for activating the limit function have been met, except during a jackpot game (for example, during a symbol variation game). After setting the command in the command transmission area, the process moves on to step S113-10.

[0316] (Step S113-10) In step S113-10, the main CPU 101 performs a process to stop the game. For example, it prevents the game from progressing by not launching game balls even if an ON signal is input from the handle touch sensor, or by not executing the main control board timer interrupt process. After performing the process to stop the game, it refrains from performing any further control processes until an employee of the pachinko parlor turns on the power to the pachinko machine 1 while operating the RAM clear switch 105.

[0317] (Step S113-11) In step S113-11, the main CPU 101 determines whether the value of the limit function counter (maximum difference) has met a predetermined value (for example, 90000). If it has met the predetermined value (for example, 90000), the process proceeds to step S113-12; otherwise, the process proceeds to step S113-13.

[0318] (Step S113-12) In step S113-12, the main CPU 101 sets a command to the command transmission area in order to send a command to the performance control board 200 to indicate that the limit function is about to be activated. Once the command is set in the command transmission area, the process moves to step S114 of the main control board timer interrupt processing.

[0319] (Step S113-13) In step S113-13, the main CPU 101 determines whether the value (maximum difference) of the limit function counter has reached a predetermined update value. In this embodiment, the update values ​​are "90500", "91000", "91500", "92000", "92500", "93000", "93500", "94000", and "94500" after the start of the pre-notification of limit function activation. For example, after the display of "5000 remaining until limit function activation" is started, when the value (maximum difference) of the limit function counter reaches "90500", the display content is updated to "4500 remaining until limit function activation". If the value (maximum difference) of the limit function counter reaches a predetermined update value, the process moves to step S113-14; otherwise, the process moves to step S113-15.

[0320] (Step S113-14) In step S113-14, the main CPU 101 sets a pre-notification update command in the command transmission area in order to send a pre-notification update command to the performance control board 200, which indicates an update to the content of the pre-notification of limit function activation. The pre-notification update command is a command that also includes the update content, so if the performance control board 200 receives a pre-notification update command indicating "90500", it can update the display content to "4500 remaining until limit function activation", and if it receives a pre-notification update command indicating "91000", it can update the display content to "4000 remaining until limit function activation". After setting it in the command transmission area, the process moves to step S114 of the main control board timer interrupt processing.

[0321] (Step S113-15) In step S113-15, the main CPU 101 determines whether the value of the limit function counter (maximum difference) has reached a predetermined termination value (e.g., 89000) while the limit function activation pre-notification is being performed. If the limit function counter value (maximum difference) reaches "89000" while the limit function activation pre-notification is not being performed, the process is rejected. If the value of the limit function counter (maximum difference) reaches the predetermined termination value (e.g., 89000), the process proceeds to step S113-16; otherwise, the process proceeds to step S114 of the main control board timer interrupt processing.

[0322] (Step S113-16) In step S113-16, the main CPU 101 sets a command to terminate the pre-notification of limit function activation in the command transmission area in order to send a command to terminate the pre-notification of limit function activation to the performance control board 200. This allows the pre-notification of limit function activation to be terminated appropriately according to the situation, for example, in cases where the game immediately transitions to a normal game state after displaying "5000 remaining until limit function activation" (a case in which a large negative range is expected). After setting the command in the command transmission area, the process moves to step S114 of the main control board timer interrupt processing.

[0323] Next, we will explain the control processing performed by the sub-CPU 201 of the performance control board 200.

[0324] (Regarding the control processing performed by sub-CPU201) The control program is stored in sub-ROM 202, and the sub-CPU 201 reads the control program from sub-ROM 202 and executes control processing according to the read control program. First, the main processing of the performance control board shown in Figure 19 will be explained.

[0325] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S200 is repeated; otherwise, the process proceeds to step S201. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown).

[0326] (Step S201) In step S201, the sub-CPU 201 performs an initial setup process to initialize the values ​​of internally located registers, etc. During this process, an initial screen (for example, a color bar image) is displayed on the image display device 26. This initial screen continues until a power-related information command is received in the main command reception process. After the initial setup process is completed, the process moves to step S202.

[0327] (Step S202) In step S202, the sub-CPU 201 performs the CTC setting. Specifically, it sets up the CTC (Counter Timer Circuit), which has functions such as creating pulse outputs at a fixed period and measuring time, and sets the CTC's time constant register so that the timer interrupt processing for the performance control board, described later, is performed periodically every 4ms. After performing the CTC setting, the process moves to step S203.

[0328] (Step S203) In step S203, the sub-CPU 201 disables the interrupt for the performance control board timer interrupt process, which is executed periodically by interrupting the main processing of the performance control board. After disabling the interrupt, the process moves to step S204.

[0329] (Step S204) In step S204, the sub-CPU 201 updates the random numbers used for the animation. Once the random number update process is complete, the process moves on to step S205.

[0330] (Step S205) In step S205, the sub-CPU 201 enables the interrupt for the performance control board timer interrupt process, which is executed periodically by interrupting the main processing of the performance control board. After enabling the interrupt, the process returns to step S203, and thereafter, the process loops from step S203 to step S205.

[0331] (Regarding timer interrupt processing on the performance control board) Figure 20 is a flowchart showing the timer interrupt processing performed on the performance control board 200. This processing is performed by periodically interrupting the main processing of the performance control board described above (for example, every 4ms).

[0332] (Step S300) In step S300, the sub-CPU 201 saves the contents of the registers to the stack area. After saving the contents of the registers to the stack area, the process moves to step S301.

[0333] (Step S301) In step S301, the sub-CPU 201 executes a process to update the timer managed by the performance control board 200. After updating the timer, the process moves on to step S302.

[0334] (Step S302) In step S302, the sub-CPU 201 performs input processing for the control devices. For example, it performs processing according to the input of the performance button detection SW14a, performance lever detection SW15a, directional key detection SW16a, and volume / brightness detection SW50a. After completing the input processing for the control devices, the process moves to step S303.

[0335] (Step S303) In step S303, the sub-CPU 201 executes the main command reception process. This process will be described later. After completing the main command reception process, the process moves on to step S304.

[0336] (Step S304) In step S304, the sub-CPU 201 executes the process of sending a subcommand. A subcommand is a command set in the main command reception process, and in this process, the subcommand is sent to the image / sound control unit 200b and the light emission drive control unit 200c. Upon receiving the subcommand, the image / sound control unit 200b and the light emission drive control unit 200c control the display, sound, light emission, and drive effects corresponding to the subcommand. After sending the subcommand, the process proceeds to step S305.

[0337] (Step S305) In step S305, the sub-CPU 201 restores the contents that were saved in the stack area in step S300 to the registers. After restoring the contents saved in the stack area to the registers, the performance control board timer interrupt processing is terminated.

[0338] (Regarding the main command reception process) Figure 21 is a flowchart showing the main command reception process 1 / 2 performed on the performance control board 200 (a subroutine for step S303 of the performance control board timer interrupt processing).

[0339] (Step S303-1) In step S303-1, the sub-CPU 201 determines whether it has received a power-related information command. Power-related information commands include power-on specification commands and power-restore specification commands. If a power-related information command is received, the process proceeds to step S303-2; otherwise, the process proceeds to step S303-4.

[0340] (Step S303-2) In step S303-2, the sub-CPU 201 executes processing for power-related information commands. For example, if it receives a power-on command, it performs processing related to power-on specification (for example, processing to display a screen such as "RAM clearing"), and if it receives a power-recovery command, it performs processing related to power-recovery specification (for example, processing to display a screen such as "Recovering"). After completing these processes, it proceeds to step S303-3.

[0341] (Step S303-3) In step S303-3, the sub-CPU 201 sets a command in the sub-command transmission area in order to send a power-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0342] (Step S303-4) In step S303-4, the sub-CPU 201 determines whether it has received an error-related information command. Examples of error-related information commands include magnetic anomaly error specification commands and radio wave anomaly error specification commands. If an error-related information command is received, the process proceeds to step S303-5; otherwise, the process proceeds to step S303-7.

[0343] (Step S303-5) In step S303-5, the sub-CPU 201 executes error-related information command reception processing. For example, if it receives a command to specify a magnetic anomaly error, it performs processing to notify the magnetic anomaly error, and if it receives a command to specify a radio wave anomaly error, it performs processing to notify the radio wave anomaly error. After completing these processes, it proceeds to step S303-6.

[0344] (Step S303-6) In step S303-6, the sub-CPU 201 sets a command in the sub-command transmission area to send an error-related subcommand to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0345] (Step S303-7) In step S303-7, the sub-CPU 201 determines whether it has received a start gate-related information command. Examples of start gate-related information commands include the first start gate entry designation command and the special symbol memory designation command. If a start gate-related information command is received, the process moves to step S303-8; otherwise, the process moves to step S303-11.

[0346] (Step S303-8) In step S303-8, the sub-CPU 201 executes the process for determining the winning icon. This process will be described later. After completing this process, the process moves on to step S303-9.

[0347] (Step S303-9) In step S303-9, the sub-CPU 201 executes the process for determining the lighting effect. For example, in order to illuminate the lighting devices (e.g., the start slot lighting device 210a, the effect button LED) with the lighting color corresponding to the winning icon determined in step S303-8, the sub-CPU 201 determines the lighting color corresponding to the winning icon. After completing this process, the process moves on to step S303-10.

[0348] (Step S303-10) In step S303-10, the sub-CPU 201 sets a command in the sub-command transmission area in order to send the start-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0349] (Step S303-11) In step S303-11, the sub-CPU 201 determines whether it has received a game state-related information command. Game state-related information commands include the game state specification command (normal), the game state specification command (time reduction), and the game state specification command (probability change). If a game state-related information command is received, the process moves to step S303-12; otherwise, the process moves to step S303-14.

[0350] (Step S303-12) In step S303-12, the sub-CPU 201 executes processing for receiving game state-related information commands. For example, upon receiving a game state specification command (normal), it performs processing related to the normal game state (e.g., processing to display a screen corresponding to the normal game state); upon receiving a game state specification command (time-saving), it performs processing related to the time-saving game state (e.g., processing to display a screen corresponding to the time-saving game state, processing to light up the right-hand indicator 29c, etc.); and upon receiving a game state specification command (probability-changing), it performs processing related to the probability-changing game state (e.g., processing to display a screen corresponding to the probability-changing game state, processing to light up the right-hand indicator 29c, etc.). After completing these processes, the process moves on to step S303-13.

[0351] (Step S303-13) In step S303-13, the sub-CPU 201 sets a command in the sub-command transmission area in order to send a game state-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0352] (Step S303-14) In step S303-14, the sub-CPU 201 determines whether it has received a special symbol variation pattern specification command. If it has received the special symbol variation pattern specification command, it proceeds to step S303-15; otherwise, it proceeds to step S303-20.

[0353] (Step S303-15) In step S303-15, the sub-CPU 201 executes the process of determining the variation animation pattern. Specifically, it determines the variation animation pattern corresponding to the specified special symbol variation pattern from the variation animation pattern table (Figure 24) stored in the sub-ROM 202. The variation animation pattern table will be described later. After completing this process, the process moves on to step S303-16.

[0354] (Step S303-16) In step S303-16, the sub-CPU 201 executes an icon change animation update process. The icon change animation update process updates the color of the icon determined in step S303-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, then in this process, it is decided to change it to yellow. In other words, the icon may change color each time the symbol change game is played. After completing this process, the process moves on to step S303-17.

[0355] (Step S303-17) In step S303-17, the sub-CPU 201 executes a process to update the starting port light display. This process is performed in conjunction with the color updated in step S303-16. For example, if the color is updated to yellow in step S303-16, the starting port light display 210a also changes from blue to yellow. After completing this process, the process moves on to step S303-18.

[0356] (Step S303-18) In step S303-18, the sub-CPU 201 executes the process for determining the jackpot announcement animation. Specifically, it determines the jackpot announcement animation to be executed in the symbol variation game from the jackpot announcement animation determination table stored in the sub-ROM 202. After completing this process, the process moves on to step S303-19.

[0357] (Step S303-19) In step S303-19, the sub-CPU 201 sets a command in the sub-command transmission area in order to send the variable pattern sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0358] Here, the process of determining the winning icon, which is performed in step S303-8, will be explained using Figure 22. Figure 22 is a flowchart (subroutine of step S303-8 of the main command reception process) showing the process of determining the winning icon performed in the performance control board 200.

[0359] (Step S303-8-1) In step S303-8-1, sub-CPU 201 determines whether the prize notification setting (described later) is ON. The prize notification setting will be described later. If the prize notification is ON, the process moves to step S303-8-2; otherwise, the process moves to step S303-8-5.

[0360] (Step S303-8-2) In step S303-8-2, the sub-CPU 201 determines whether the current game state is the normal game state. Specifically, it checks whether the game state storage area of ​​the main RAM 103 contains "0", which indicates the normal game state. If the result shows that the current game state is the normal game state, the process moves to step S303-8-3; otherwise, the process moves to step S303-8-5.

[0361] (Step S303-8-3) In step S303-8-3, the sub-CPU 201 determines whether the planned variation pattern corresponds to a Super Reach or higher. For example, if the result of referring to the First Start Entrance Prize Designation command is that the planned variation pattern is variation pattern 4 to variation pattern 10, the process is judged as positive. If the planned variation pattern is variation pattern 3, the process is judged as negative. If the planned variation pattern is a Super Reach or higher, the process moves to step S303-8-4. If it is not a Super Reach or higher, the process moves to step S303-8-5.

[0362] (Step S303-8-4) In step S303-8-4, the sub-CPU 201 performs a process to determine whether or not to execute the prize announcement animation. Specifically, it refers to the prize announcement animation execution determination table (described later) to determine whether or not to execute the prize announcement animation. Once it has determined whether or not to execute the prize announcement animation, it proceeds to step S303-8-5.

[0363] (Step S303-8-5) In step S303-8-5, the sub-CPU 201 executes the icon type determination process. For example, if it is decided to execute the prize notification animation, it determines the icon corresponding to the prize notification animation; if it is not decided to execute the prize notification animation, it determines the normal icon; and if the prize notification animation is OFF, it refers to the first start gate prize designation command to decide whether or not to use a color icon. After determining the icon type, the process moves to step S303-9 of the main command reception process.

[0364] Next, we will explain the prize announcement using Figure 25. Figure 25(a) is the table for determining whether or not to execute the prize announcement animation, and Figure 25(b) shows the details of the prize announcement animation.

[0365] The table for determining whether or not to execute the prize announcement animation is stored in sub-ROM 202 and is used to determine whether or not to execute the prize announcement animation. In the case of a special symbol miss, variation patterns 4 to 6 are the ones to be executed. For example, if variation pattern 4 is determined, there is a 10 / 100 chance of execution and a 90 / 100 chance of not execution. Also, if variation pattern 5 is determined, there is a 15 / 100 chance of execution and an 85 / 100 chance of not execution. Also, if variation pattern 6 is determined, there is a 20 / 100 chance of execution and an 80 / 100 chance of not execution.

[0366] Furthermore, in the case of a special symbol win, variation patterns 7 to 10 will be the ones to be executed. For example, if variation pattern 7 is determined, the probability of execution is 75 / 100 and the probability of not executing is 25 / 100. If variation pattern 8 is determined, the probability of execution is 80 / 100 and the probability of not executing is 20 / 100. If variation pattern 9 is determined, the probability of execution is 85 / 100 and the probability of not executing is 15 / 100. If variation pattern 10 is determined, the probability of execution is 90 / 100 and the probability of not executing is 10 / 100.

[0367] In other words, if you have the prize notification setting turned ON, the prize notification animation is more likely to be executed when you hit the special symbol than when you miss it, and the likelihood of execution also differs depending on the variation pattern. Also, it is not always executed when you hit the special symbol, so it prevents players from losing hope of winning a jackpot if the prize notification animation is not executed.

[0368] When it is decided that the prize announcement animation will be performed, a special icon corresponding to the prize announcement animation will be displayed as a hold icon when the ball enters the first starting opening 21. In addition, a special sound effect (bang) will be output once. Furthermore, the animation button LED will flash red for a predetermined period of time, and the animation button 14 will vibrate three times for one second each. The predetermined period is from the time the ball enters until the start of the symbol variation game corresponding to that ball entry. Therefore, after the animation button LED starts flashing red and then stops, it is possible to anticipate the start of the symbol variation game.

[0369] The example of the prize notification animation is merely one example, and other forms are also possible. For example, instead of a special icon, a regular hold icon may be displayed and made to flash. Also, other light-emitting parts may be illuminated instead of just the animation button LED. Furthermore, if a ball enters the game when no hold memory is set, a special icon corresponding to the prize notification animation may be displayed as the icon for that entry. Let's return to the explanation of the main command reception process.

[0370] Figure 23 is a flowchart showing the main command reception process 2 / 2 performed on the performance control board 200 (a subroutine for step S303 of the performance control board timer interrupt processing).

[0371] (Step S303-20) In step S303-20, the sub-CPU 201 determines whether it has received a special symbol confirmation command. If it has received a special symbol confirmation command, it proceeds to step S303-21; otherwise, it proceeds to step S303-23.

[0372] (Step S303-21) In step S303-21, the sub-CPU 201 executes processing upon receiving a special symbol confirmation command. Specifically, it executes processing to confirm and display the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d. After completing this processing, the process moves on to step S303-22.

[0373] (Step S303-22) In step S303-22, the sub-CPU 201 sets a command in the sub-command transmission area in order to send a special pattern confirmation sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0374] (Step S303-23) In step S303-23, the sub-CPU 201 determines whether it has received a command to specify the performance symbols. If it has received a command to specify the performance symbols, it proceeds to step S303-24; otherwise, it proceeds to step S303-26.

[0375] (Step S303-24) In step S303-24, the sub-CPU 201 executes the processing for receiving the performance symbol specification command. After executing the processing for receiving the performance symbol specification command, the process moves on to step S303-25.

[0376] (Step S303-25) In step S303-25, the sub-CPU 201 sets a command in the sub-command transmission area in order to send the performance pattern sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0377] (Step S303-26) In step S303-26, the sub-CPU 201 determines whether it has received a limit function activation command. If it has received a limit function activation command, it proceeds to step S303-27; otherwise, it proceeds to step S303-29.

[0378] (Step S303-27) In step S303-27, the sub-CPU 201 executes the process for receiving a limit function activation command. Upon receiving the limit function activation command, it uses the image display device 26, speaker 10, light-emitting device 9, and panel lighting device 29 to notify that the limit function has been activated. For example, the image display device 26 displays "Limit function activated. Game over" on a darkened screen, the speaker 10 outputs the voice message "Limit function activated. Game over," and the light-emitting device 9 and panel lighting device 29 illuminate when the limit function is activated. This process is carried out to perform these notifications. After executing the process for receiving a limit function activation command, the process moves to step S303-28.

[0379] (Step S303-28) In step S303-28, the sub-CPU 201 sets a command in the sub-command transmission area to send a limit function activation sub-command for the above notification to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0380] (Step S303-29) In step S303-29, the sub-CPU 201 determines whether it has received a command to initiate pre-notification of limit function activation. If it has received the command to initiate pre-notification of limit function activation, it proceeds to step S303-30; otherwise, it proceeds to step S303-32.

[0381] (Step S303-30) In step S303-30, the sub-CPU 201 executes the process for receiving the command to start the pre-notification of limit function activation. Upon receiving the command to start the pre-notification of limit function activation, the image display device 26, speaker 10, light-emitting device 9, and panel lighting device 29 are used to notify that the limit function has been activated. For example, the image display device 26 displays "5000 remaining until limit function activation", the speaker 10 outputs the sound effect "Teron♪", and the light-emitting device 9 and panel lighting device 29 perform the illumination (for example, red illumination for a predetermined time) to signal the start of the pre-notification of limit function activation. This process is carried out to execute these notifications. After executing the process for receiving the command to start the pre-notification of limit function activation, the process moves to step S303-31.

[0382] (Step S303-31) In step S303-31, the sub-CPU 201 sets a command in the sub-command transmission area to send a sub-command for starting pre-notification of limit function activation to the image / sound control unit 200b and the light emission drive control unit 200c in order to perform the above notification. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0383] (Step S303-32) In step S303-32, the sub-CPU 201 determines whether it has received a command to terminate the pre-notification of limit function activation. If it has received the command to terminate the pre-notification of limit function activation, it proceeds to step S303-33; otherwise, it proceeds to step S303-35.

[0384] (Step S303-33) In step S303-33, the sub-CPU 201 executes the process for receiving the limit function activation pre-notification completion command. Upon receiving the limit function activation pre-notification completion command, it erases the pre-notification image displayed on the image display device 26. When erasing, the speaker 10 does not output sound, and the light emitters 9 and panel lighting device 29 do not emit light, but these may be performed. In this process, processing is carried out to erase the pre-notification image. After executing the process for receiving the limit function activation pre-notification completion command, the process moves to step S303-34.

[0385] (Step S303-34) In steps S303-34, the sub-CPU 201 sets a command in the sub-command transmission area to send a limit function activation pre-notification termination sub-command to the image / sound control unit 200b and the light emission drive control unit 200c in order to erase the pre-notification image. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0386] (Step S303-35) In step S303-35, the sub-CPU 201 determines whether it has received a command to pre-notify the activation of the jackpot limit function. If it has received the command, it proceeds to step S303-36; otherwise, it proceeds to step S303-38.

[0387] (Step S303-36) In step S303-36, the sub-CPU 201 executes the process for receiving the command to pre-notify the activation of the limit function during a jackpot. Upon receiving the command to pre-notify the activation of the limit function during a jackpot, the image display device 26, speaker 10, light-emitting device 9, and panel lighting device 29 are used to notify that the limit function will be activated after the jackpot game. For example, the image display device 26 displays "The limit function will be activated after the jackpot and the game will end," the speaker 10 outputs the sound effect "Pikon♪," and the light-emitting device 9 and panel lighting device 29 do not perform any special notification but maintain the illumination (rainbow illumination) during the jackpot. In this process, processing is performed to execute these notifications. After executing the process for receiving the command to pre-notify the activation of the limit function during a jackpot, the process moves to step S303-37.

[0388] (Step S303-37) In step S303-37, the sub-CPU 201 sets a command in the sub-command transmission area to send a pre-notification sub-command for the activation of the jackpot limit function to the image / sound control unit 200b and the light emission drive control unit 200c in order to perform the above notification. After completing this process, the process moves on to step S304 of the performance control board timer interrupt processing.

[0389] (Step S303-38) In steps S303-38, the sub-CPU 201 executes processing corresponding to other received commands. For example, if it receives a command indicating that a setting value is being changed, a command indicating that a setting value is being checked, or a command indicating that the setting value has been checked, it executes processing corresponding to these received commands. After completing this processing, it proceeds to step S304 of the timer interrupt processing for the performance control board.

[0390] (Regarding the variable animation pattern table) Figure 24 shows an example of a variable animation pattern table stored in the sub-ROM 202.

[0391] The variation pattern table defines one or more variation patterns corresponding to each variation pattern. If variation pattern 1 is selected, the shortened variation of variation pattern (P1) will be executed. If variation pattern 2 is selected, for example, the normal variation 1 of variation pattern (P2) will be executed 70% of the time, and the normal variation 2 of variation pattern (P3) will be executed 30% of the time.

[0392] Furthermore, in variation pattern 3, for example, normal reach 1 of variation performance pattern (P4) will be executed 80% of the time, and normal reach 2 of variation performance pattern (P5) will be executed 20% of the time. Also, in variation pattern 4, for example, confrontation reach 1 of variation performance pattern (P6) will be executed 60% of the time, and confrontation reach 2 of variation performance pattern (P7) will be executed 40% of the time.

[0393] Furthermore, if variation pattern 5 is selected, for example, Mission Reach 1 of variation performance pattern (P8) will be executed 70% of the time, and Mission Reach 2 of variation performance pattern (P9) will be executed 30% of the time. Also, if variation pattern 6 is selected, for example, Attack Reach 1 of variation performance pattern (P10) will be executed 60% of the time, and Attack Reach 2 of variation performance pattern (P11) will be executed 40% of the time.

[0394] Furthermore, if variation pattern 7 is selected, for example, the confrontation reach 3 of variation performance pattern (P12) will be executed 70% of the time, and the confrontation reach 4 of variation performance pattern (P13) will be executed 30% of the time. Also, if variation pattern 8 is selected, for example, the mission reach 3 of variation performance pattern (P14) will be executed 60% of the time, and the mission reach 4 of variation performance pattern (P15) will be executed 40% of the time.

[0395] Furthermore, if variation pattern 9 is selected, for example, Attack Reach 3 from variation performance pattern (P16) will be executed 40% of the time, and Attack Reach 4 from variation performance pattern (P17) will be executed 60% of the time. Also, if variation pattern 10 is selected, the full rotation reach from variation performance pattern (P18) will be executed.

[0396] Furthermore, if variation pattern 11 is selected, the shortened variation of variation performance pattern (P19) will be executed. If variation pattern 12 is selected, for example, normal variation 1 of variation performance pattern (P20) will be executed 60% of the time, and normal variation 2 of variation performance pattern (P21) will be executed 40% of the time.

[0397] Furthermore, if variation pattern 13 is selected, for example, Breakthrough Reach 1 of variation performance pattern (P22) will be executed 70% of the time, and Breakthrough Reach 2 of variation performance pattern (P23) will be executed 30% of the time. Also, if variation pattern 14 is selected, for example, Big Eater Reach 1 of variation performance pattern (P24) will be executed 80% of the time, and Big Eater Reach 2 of variation performance pattern (P25) will be executed 20% of the time.

[0398] Furthermore, if variation pattern 15 is selected, for example, Breakthrough Reach 3 of variation performance pattern (P26) will be executed 60% of the time, and Breakthrough Reach 4 of variation performance pattern (P27) will be executed 40% of the time. Also, if variation pattern 16 is selected, for example, Big Eater Reach 3 of variation performance pattern (P28) will be executed 70% of the time, and Big Eater Reach 4 of variation performance pattern (P29) will be executed 30% of the time.

[0399] Furthermore, if variation pattern 17 is selected, the variation performance pattern (P30) of a near-miss will be executed, and if variation pattern 18 is selected, the variation performance pattern (P31) of a non-neat-win will be executed. "Neat-win" refers to a state where the ball is about to reach a win, and from the last 10 spins of the time-saving game state, a non-neat-win (non-reach state) is more likely to result in a big win than a near-win. When a non-neat-win occurs, the screen goes dark, and then it is announced that it is a big win.

[0400] Furthermore, if variation pattern 19 is selected, normal variation 1 of variation performance pattern (P32) will be executed, and if variation pattern 20 is selected, normal reach 3 of variation performance pattern (P33) will be executed. Also, if variation pattern 21 is selected, shortened variation of variation performance pattern (P34) will be executed, and if variation pattern 22 is selected, for example, normal variation 1 of variation performance pattern (P35) will be executed 60% of the time, and normal variation 2 of variation performance pattern (P36) will be executed 40% of the time.

[0401] Furthermore, with variation pattern 23, for example, there is a 60% chance that the decisive battle reach 1 of variation performance pattern (P37) will be executed, and a 40% chance that the decisive battle reach 2 of variation performance pattern (P38) will be executed. Also, with variation pattern 24, for example, there is a 55% chance that the decisive battle reach 3 of variation performance pattern (P39) will be executed, and a 45% chance that the decisive battle reach 4 of variation performance pattern (P40) will be executed. Also, with variation pattern 25, the instant win of variation performance pattern (P41) will be executed.

[0402] In this embodiment, the confrontation reach, mission reach, attack reach, breakthrough reach, eating challenge reach, decisive battle reach, and full rotation reach may be collectively referred to as super reaches.

[0403] Next, an example of various effects that the pachinko game machine 1 in this embodiment can perform is described below.

[0404] (Predictive effect) A pre-reading effect is an effect that is performed based on the result of a pre-determination process performed at the moment a game ball enters the first starting opening 21, prior to the special symbol win determination process in the special symbol variation start processing. If a pre-reading effect is not implemented, for example, when a game ball enters the first starting opening 21, the determination information is acquired and stored, and then the special symbol win determination process is performed in the special symbol variation start processing. Therefore, even if the determination information is stored in the "fourth memory area," it will not be determined whether it is a special symbol win until the determination information is transferred to the "relevant variation memory area." Consequently, even if the determination information for a "special symbol win" is acquired, it will not be possible to perform effects that increase the expectation of a special symbol win before the determination information is transferred to the "relevant variation memory area." However, by incorporating a pre-announcement effect, for example, a "pre-determination process (winning determination process)" can be performed to determine whether it is a "special symbol win" or a "special symbol miss," and then a continuous effect can be executed over multiple spins (including the spins that have been transferred to the "same spin memory area") until the determination information is transferred to the "same spin memory area." This allows for an increased sense of anticipation for a "special symbol win" even before the determination information is transferred to the "same spin memory area." The aforementioned winning notification effect also falls under the category of a pre-announcement effect.

[0405] A concrete example of the above-mentioned pre-reading effect is the "reserve pre-reading effect." The "reserve pre-reading effect" is an effect that mainly uses the variable icon displayed in the variable icon display area 26o and the reserve icons displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and a pre-judgment process is executed. Then, if it is determined that the reserve pre-reading effect should be executed based on the judgment result of the pre-judgment process, a pre-reading reserve icon different from the default normal color (white) reserve icon (normal icon) is displayed in the fourth reserve ball image display area 26j. The pre-read hold icon can be displayed in multiple types and stages, such as "blue," "yellow," "green," "red," and "rainbow." If the pre-judgment result is "special symbol hit," one of "blue," "yellow," "green," "red," or "rainbow" can be displayed. If the pre-judgment result is "special symbol miss," one of "blue," "yellow," "green," or "red" can be displayed. Furthermore, "rainbow" is only selectable when it is a "special symbol hit," and when it is a "special symbol hit," "red" is made easier to select, and when it is a "special symbol miss," "blue" is made easier to select, increasing the expectation of a special symbol hit with "red." The relationship of the expectation of a special symbol hit, from highest to lowest, is rainbow > red > green > yellow > blue > normal. In this embodiment, such a display is sometimes called a "hold change display."

[0406] Another specific example of the above-mentioned pre-announcement effect is the "zone effect." The "zone effect" is an effect that mainly uses the image display device 26. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. If it is determined that the zone effect should be executed based on the judgment result of the pre-judgment process, then, for example, in the next symbol variation game, the image display device 26 will display an effect that encourages entry, such as "If the special symbols line up, you will enter the ○○ zone!", and then, after the special symbols line up and the player enters the "○○ zone", the "○○ zone" effect is executed until the judgment information stored in the "fourth memory area" is transferred to the "current variation memory area". During the execution of this "○○ zone" effect, the image display device 26 will display a caption such as "In the ○○ zone". Furthermore, the "zone effect" is more likely to be executed when the pre-determination process determines that a special symbol win has occurred, and less likely to be executed when the special symbol loss has occurred. Therefore, when it is executed, it can create a strong expectation that a special symbol win will be awarded.

[0407] Another specific example of the above-mentioned pre-announcement effect is the "consecutive chance symbol notification." The "consecutive chance symbol notification" is an effect that mainly uses the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c displayed on the image display device 26. For example, when judgment information is stored up to the "third memory area" and a game ball enters the first start opening 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. Then, based on the judgment result of the pre-judgment process, if it is determined that the consecutive chance symbol effect should be executed, for example, the combination of decorative symbols of the same color is stopped in the confirmation display of the symbol variation game corresponding to the judgment information stored in the "first memory area," the confirmation display of the symbol variation game corresponding to the judgment information stored in the "second memory area," and the confirmation display of the symbol variation game corresponding to the judgment information stored in the "third memory area." For example, the decorative symbols consist of "333" and "777" in red, "111" and "555" in green, and "222," "444," "666," and "888" in blue. By displaying combinations consisting only of red, such as "337" and "773," combinations consisting only of green, such as "115" and "551," and combinations consisting only of blue, such as "246" and "628," over multiple variations, the game creates an expectation that a special symbol win may be awarded in the subsequent symbol variation game. Furthermore, when a special symbol win occurs, it is easier to select a combination consisting only of red, and when a special symbol loss occurs, it is easier to select a combination consisting only of blue, thus increasing the expectation of a special symbol win when a combination consisting only of red is displayed.

[0408] (Pseudo-consecutive announcement) The pseudo-continuous notification is an effect that mainly uses the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c displayed on the image display device 26, and the pseudo-continuous exclusive pattern. In "one variation game", it is an effect that makes it appear as if variations have been performed multiple times by repeatedly performing temporary stop display of the decorative patterns. For example, the pseudo-continuous can be executed 2 times or 3 times, and as the number of times increases, the expectation degree for a special figure win becomes higher. As a specific effect content, for example, "5" is temporarily stopped and displayed as the left decorative pattern 26a, "6" is temporarily stopped and displayed as the right decorative pattern 26c, the "pseudo-continuous exclusive pattern" is temporarily stopped and displayed as the middle decorative pattern 26b, all the decorative patterns are variably displayed again (at this point, the pseudo-continuous is 2 times), then "5" is temporarily stopped and displayed as the left decorative pattern 26a again, "6" is temporarily stopped and displayed as the right decorative pattern 26c, the "pseudo-continuous exclusive pattern" is temporarily stopped and displayed as the middle decorative pattern 26b, and all the decorative patterns are variably displayed again (at this point, the pseudo-continuous is 3 times). For example, in the second temporary stop display, when "5" is temporarily stopped and displayed as the left decorative pattern 26a and "5" is temporarily stopped and displayed as the right decorative pattern 26c, the pseudo-continuous is 2 times. In the second temporary stop display, when "5" is temporarily stopped and displayed as the left decorative pattern 26a and "6" is temporarily stopped and displayed as the right decorative pattern 26c, the pseudo-continuous is 3 times. In addition, after reaching a ready-to-win state once, a so-called "post-ready-to-win pseudo-continuous" that temporarily stops and displays the "pseudo-continuous exclusive pattern" as the middle decorative pattern 26b, or for example, at the start of variation after the first temporary stop display, it is also possible to execute an effect that notifies in advance (pattern stop notification) that the "pseudo-continuous exclusive pattern" will be temporarily stopped and displayed on the middle decorative pattern 26b, so that 3 or more pseudo-continuous times are confirmed at that point.

[0409] Next, the jackpot notification effect will be described. The jackpot notification effect (an effect that suggests the possibility that a jackpot game will be executed) is an effect determined in the jackpot notification effect determination process.

[0410] Figure 26 is a notification determination table 1, which is a table for determining the notification executed from the start of variation to before a ready-to-win state is formed (pre-ready-to-win notification) in the pattern variation game. The table is stored in sub-ROM 202 and defines the judgment result of the special symbol hit detection process, the variation performance pattern, the distribution, and the notification (content). Sub-CPU 201 refers to the judgment result of the special symbol hit detection process and the determined variation performance pattern, and uses the extracted random value for notification determination to determine the notification (content).

[0411] If the result of the judgment is a special symbol miss, if the variation performance pattern is a shortened variation (P1, P19, P34), it will always be determined that there is no warning. If the variation performance pattern is a normal variation (P2~P3, P20~P21, P32, P35~P36), there is an 80% chance that there will be no warning and a 20% chance that there will be a dialogue warning. If the variation performance pattern is a normal reach (P4~P5), there is a 70% chance that there will be no warning and a 30% chance that there will be a dialogue warning.

[0412] Additionally, if the variation animation pattern is a confrontation reach 1-2 (P6-P7), a mission reach 1-2 (P8-P9), or an attack reach 1-2 (P10-P11), there is a 20% chance of no announcement, a 70% chance of a dialogue announcement, and a 10% chance of a button vibration announcement. If the variation animation pattern is a breakthrough reach 1-2 (P22-P23) or a big eater reach 1-2 (P24-P25), there is a 10% chance of no announcement, an 80% chance of a dialogue announcement, and a 10% chance of a button vibration announcement. If the variation animation pattern is a near miss (P30), there is always no announcement. If the variation animation pattern is a decisive battle reach 1-2 (P37-P38), there is an 85% chance of a dialogue announcement and a 15% chance of a button vibration announcement.

[0413] If the result of the judgment is a special symbol win, and the variation performance pattern is a confrontation reach 3-4 (P12-P13), a mission reach 3-4 (P14-P15), or an attack reach 3-4 (P16-P17), then there is a 20% chance of no warning, a 70% chance of a dialogue warning, and a 10% chance of a button vibration warning. If the variation performance pattern is a full rotation reach (P18), then a button vibration warning is always guaranteed.

[0414] Additionally, if the variation animation pattern is Breakthrough Reach 3-4 (P26-P27) or Big Eater Reach 3-4 (P28-P29), there is a 10% chance of no announcement, an 80% chance of a dialogue announcement, and a 10% chance of a button vibration announcement. If the variation animation pattern is Non-Tenpai Win (P31), there is always no announcement. If the variation animation pattern is Normal Reach 3 (P33), there is always no announcement. If the variation animation pattern is Decisive Battle Reach 3-4 (P39-P40), there is a 60% chance of a dialogue announcement and a 40% chance of a button vibration announcement. If the variation animation pattern is Instant Win (P41), there is always no announcement.

[0415] The preview decision table 1 has the following characteristics: The dialogue preview can be triggered even if a winning combination is not achieved. This helps to alleviate boredom and prevent a decline in the enjoyment of the game. Even when a Super Reach (special symbol miss or special symbol hit) is performed, it may be selected to have no prior announcement. This prevents players from being disappointed if a pre-reach announcement is not performed. When a Super Reach (special symbol miss or special symbol hit) occurs, the pre-reach announcement is more likely to occur compared to when a shortened or normal spin occurs. This allows players to focus on the subsequent developments when a pre-reach announcement is made, thereby enhancing the enjoyment of the game. The button vibration notification can be activated during Super Reach or higher. This allows players to know in advance that a Super Reach or higher is about to occur, thereby enhancing the enjoyment of the game.

[0416] Figure 27 is a dialogue preview determination table used to determine the details of the dialogue preview.

[0417] If the result of the judgment is a special symbol miss, if the variation performance pattern is normal variation 1 (P2, P20, P32, P35) or normal variation 2 (P3, P21, P36), the dialogue (white) will always be determined. If the variation performance pattern is normal reach 1 (P4) or normal reach 2 (P5), the dialogue (white) will be determined 90% of the time and the dialogue (red) will be determined 10% of the time. If the variation performance pattern is confrontation reach 1 (P6), confrontation reach 2 (P7), mission reach 1 (P8), mission reach 2 (P9), attack reach 1 (P10), or attack reach 2 (P11), the dialogue (white) will be determined 20% of the time, the dialogue (red) will be determined 50% of the time and the dialogue (red) stage 2 will be determined 30% of the time.

[0418] Furthermore, if the variation animation pattern is Breakthrough Reach 1 (P22), Breakthrough Reach 2 (P23), Big Eater Reach 1 (P24), or Big Eater Reach 2 (P25), there is a 10% chance that the dialogue (white) will be determined, a 40% chance that the dialogue (red) will be determined, and a 50% chance that the dialogue (red) will be in two stages. Also, if the variation animation pattern is Decisive Battle Reach 1 (P37) or Decisive Battle Reach 2 (P38), there is a 40% chance that the dialogue (red) will be determined, and a 60% chance that the dialogue (red) will be in two stages.

[0419] If the result of the judgment is a special symbol win, and the variation performance pattern is a confrontation reach 3 (P12), confrontation reach 4 (P13), mission reach 3 (P14), mission reach 4 (P15), attack reach 3 (P16), or attack reach 4 (P17), then there is a 5% chance that the dialogue (white) will be determined, a 25% chance that the dialogue (red) will be determined, and a 70% chance that the dialogue (red) will be in two stages.

[0420] Furthermore, if the variation animation pattern is Breakthrough Reach 3 (P26), Breakthrough Reach 4 (P27), Big Eater Reach 3 (P28), or Big Eater Reach 4 (P29), there is a 5% chance that the dialogue (white) will be determined, a 35% chance that the dialogue (red) will be determined, and a 60% chance that the dialogue (red) will be in two stages. Also, if the variation animation pattern is Decisive Battle Reach 3 (P39) or Decisive Battle Reach 4 (P40), there is a 10% chance that the dialogue (red) will be determined, and a 90% chance that the dialogue (red) will be in two stages.

[0421] The dialogue preview determination table has the following characteristics: For example, in a normal reach, if the special symbol is missed, the dialogue (white) is more likely to be executed, and the dialogue (red) is less likely to be executed compared to when the special symbol is hit. For example, in the case of a Super Reach or higher, if the special symbol is missed, the dialogue (white) and dialogue (red) are more likely to be executed compared to when the special symbol is hit, while the two-stage dialogue (red) is less likely to be executed. This allows the player to play the game while hoping that the dialogue (in red) and, even more importantly, the two-stage dialogue (in red) will be executed.

[0422] The dialogue (white) can be played even in Super Reach or higher. This prevents players from becoming discouraged when the dialogue (white) appears. The dialogue (in red) can be played when a reach or better (normal reach, super reach) occurs. This allows players to know in advance that a reach or better (normal reach, super reach) will occur when the dialogue (in red) is played, thereby enhancing the enjoyment of the game. The two-stage red dialogue sequence is available during Super Reach or higher. This allows players to anticipate that the occurrence of the two-stage red dialogue sequence will trigger a Super Reach or higher, thereby enhancing the enjoyment of the game.

[0423] Figure 28 is a button vibration notification determination table used to determine the details of the button vibration notification.

[0424] If the result is a special symbol miss, and the variation animation pattern is a confrontation reach 1 (P6), confrontation reach 2 (P7), mission reach 1 (P8), mission reach 2 (P9), attack reach 1 (P10), or attack reach 2 (P11), there is a 90% chance of one 2-second vibration and a 10% chance of three 2-second vibrations. If the variation animation pattern is a breakthrough reach 1 (P22), breakthrough reach 2 (P23), gluttony reach 1 (P24), or gluttony reach 2 (P25), there is a 90% chance of one 2-second vibration and a 10% chance of three 2-second vibrations. If the variation animation pattern is a decisive battle reach 1 (P37) or decisive battle reach 2 (P38), there is an 80% chance of one 2-second vibration and a 20% chance of three 2-second vibrations.

[0425] If the result of the judgment is a special symbol win, and the variation performance pattern is a confrontation reach 3 (P12), confrontation reach 4 (P13), mission reach 3 (P14), mission reach 4 (P15), attack reach 3 (P16), or attack reach 4 (P17), there is a 40% chance of one 2-second vibration and a 60% chance of three 2-second vibrations. If the variation performance pattern is a full rotation reach (P18), there is a 10% chance of one 2-second vibration and a 90% chance of three 2-second vibrations.

[0426] Additionally, if the variation animation pattern is Breakthrough Reach 3 (P26), Breakthrough Reach 4 (P27), Big Eater Reach 3 (P28), or Big Eater Reach 4 (P29), there is a 30% chance of one 2-second vibration and a 70% chance of three 2-second vibrations. If the variation animation pattern is Decisive Battle Reach 3 (P39) or Decisive Battle Reach 4 (P40), there is a 20% chance of one 2-second vibration and an 80% chance of three 2-second vibrations.

[0427] The button vibration notification determination table has the following characteristics: For example, in a Super Reach, if the special symbol is missed, it is more likely to result in one 2-second vibration compared to when the special symbol is hit, while it is less likely to result in three 2-second vibrations. This allows the player to play the game while hoping for three 2-second vibrations to occur.

[0428] In a full-rotation reach, the probability of three 2-second vibrations occurring is higher than the probability of one 2-second vibration occurring. Therefore, when three 2-second vibrations occur, the player's expectations can be significantly raised, enhancing the enjoyment of the game.

[0429] Furthermore, since the dialogue notification is a notification executed by the image display device 26, and the button vibration notification is a notification executed by the performance button 14, both may be executed simultaneously in a combined manner. This can instantly raise the player's expectations and enhance the enjoyment of the game.

[0430] Here, using Figures 34 and 35, we will explain the modes of dialogue and button vibration announcements. Figure 34 shows the form of the dialogue preview. (a1) is a scene in which an image resembling the performance button 14 (a button image labeled "PUSH") is displayed in the center of the image display device 26 during the display of each decorative pattern 26a to 26c and the fourth pattern 26d. The image resembling the performance button 14 is displayed entirely in green, and the performance button LED also lights up in the corresponding green color to indicate that the performance button 14 is within the valid operating time. This prompts the player to operate the performance button 14. The button image is displayed at the same size during dialogue announcements, cut-in announcements, and judgments.

[0431] Then, when the player operates the performance button 14, a character and dialogue are displayed as shown in (a2). (a2) shows the form of the dialogue (white), and during the display of each decorative symbol 26a~26c and the fourth symbol 26d, the character emits the dialogue image SE1 saying "Maybe it's a reach!?". The dialogue (white) is when the background color of the speech bubble in the dialogue image SE1 is white and the text part is, for example, black. In addition, a dialogue sound effect 1 is output along with the display of the dialogue image SE1, audibly indicating that the dialogue (white) has been displayed.

[0432] Then, when the dialogue image SE1 is displayed for a predetermined time (for example, 2.5 seconds), the dialogue image SE1 may disappear as shown in (a3), and then a reach as shown in (a4) may be formed.

[0433] (b1) shows a scene in which a button image (an image labeled "PUSH") resembling the performance button 14 is displayed in the center of the image display device 26 while each of the decorative symbols 26a to 26c and the fourth symbol 26d are being displayed in a variation. The button image is displayed entirely in green, and the performance button LED also lights up in the corresponding green color to indicate that the performance button 14 is within the valid operating time. This prompts the player to operate the performance button 14. In addition, although not shown in the illustration, the speaker 10 outputs a button display sound (single tone) in conjunction with the display of the button image to indicate that the button image has been displayed.

[0434] Then, when the player operates the performance button 14, a character and dialogue are displayed as shown in (b2). (b2) shows the form of the dialogue (red), and during the display of each decorative symbol 26a~26c and the fourth symbol 26d, the character emits the dialogue image SE2 saying "Chance!". The dialogue (red) is characterized by the background color of the speech bubble in the dialogue image SE2 being red, and the text being, for example, black. In addition, along with the display of the dialogue image SE2, a dialogue sound effect 2, which is different from the dialogue sound effect 1, is output, audibly indicating that the dialogue (red) has been displayed.

[0435] If the dialogue is in red, the dialogue image SE2 will disappear after a predetermined time (for example, 2.5 seconds). However, if the dialogue (red) is in two stages, the behavior shown in (b3) will occur, and the dialogue image SE2 that was displayed in (b2) will remain displayed even after the predetermined time (for example, 2.5 seconds) has elapsed, and another character will then utter the dialogue image SE3 saying "It's hot!". In the dialogue image SE3 as well, the background color of the speech bubble is red, and the text is, for example, black. In addition, the dialogue sound effect 2 is output along with the display of the dialogue image SE3, further suggesting audibly that the dialogue (red) has been displayed.

[0436] Then, when a predetermined period of time (for example, 3 seconds) further elapses from the start of display of the dialogue image SE3, the dialogue image SE2 and the dialogue image SE3 are hidden, and thereafter, a ready-to-win state as indicated in (b4) is formed. That is, in the case of dialogue (red), the execution period is 2.5 seconds, and in the case of two-stage dialogue (red), the execution period is 5.5 seconds.

[0437] In this way, the dialogue (white) and the dialogue (red) are displayed in visually clearly different modes, and the dialogue (red) and the two-stage dialogue (red) are displayed in visually clearly different modes, so it is possible to prevent difficulty in recognizing which dialogue announcement has been executed.

[0438] In addition, since dialogue sound effect 1 is output along with the display of dialogue (white), and dialogue sound effect 2 is output along with the display of dialogue (red), it is possible to prevent difficulty in recognizing which dialogue announcement has been executed even auditorily. Since dialogue sound effect 1 corresponds to dialogue (white) and dialogue sound effect 2 corresponds to dialogue (red), it can be said that the dialogue sound effects that are also output in the dialogue announcement also suggest the degree of expectation for a special symbol winning.

[0439] In addition, since the display color of the button image corresponds to the light emission color of the effect button LED, it is possible to make it easy to understand that the valid operation time of the effect button 14 is in progress.

[0440] Note that for dialogue (white), the background color is white and the characters are black, but the background color may be black and the characters white. That is, using a normal color means using "white" for either the background color or the characters. Also, for dialogue (red), the background color is red and the characters are black, but the background color may be black and the characters red. That is, using a specific color means using "red" for either the background color or the characters. Furthermore, the text of the dialogue can be either abstract (for example, "I might be close!") or specific (for example, "I'm close!"). Additionally, the dialogue notification may be disabled unless the player operates the performance button 14.

[0441] Figure 35 shows the mode of button vibration notification. (a1) is the scene where each of the decorative symbols 26a to 26c and the fourth symbol 26d have started to change, and the performance button 14 is not vibrating. At this time, the performance button LED is lit in white. (a2) is a scene that has occurred after a predetermined time has elapsed since (a1) (for example, 1 second), and in this scene, the performance button 14 vibrates once for 2 seconds. At this time as well, the performance button LED is lit in white. (b1) is the same scene as (a1), and (b2) is the scene after a predetermined time has elapsed (for example, 1 second) from (b1), in which the performance button 14 vibrates once for 2 seconds, then after a 0.5-second interval, the performance button 14 vibrates once for 2 seconds, then after a 0.5-second interval, the performance button 14 vibrates once for 2 seconds. The illumination pattern of the performance button LED is the same as in (a1) and (a2). In other words, (a1) and (a2) represent one oscillation over two seconds, while (b1) and (b2) represent three oscillations over two seconds. In this way, the vibrations are distinctly different, preventing situations where it is difficult to determine which button vibration notification has been triggered.

[0442] The button vibration notification was described as varying the number of vibrations, such as 1 vibration for 2 seconds or 3 vibrations for 2 seconds, but it could also be expressed as varying the vibration duration. For example, there could be a 2-second vibration and a 5-second vibration, with the 5-second vibration being less likely to be selected when the special feature is a miss and more likely to be selected when the special feature is a hit.

[0443] Let's return to the explanation of the preview decision table. Figure 29 is a notification determination table 2, which is a table for determining a notification executed when a ready-to-win state is formed in a symbol variation game (in-ready-to-win notification). The time when the ready-to-win state is formed is intended to be the period from when the left decorative symbol 26a and the right decorative symbol 26c are provisionally stopped (e.g., 4↓4) until a predetermined time (e.g., 5 seconds) elapses. This table is stored in the sub ROM 202, in which the determination result of the special symbol winning determination processing, the variation performance pattern, the distribution, and the notification (content) are defined. The sub CPU 201 refers to the determination result of the special symbol winning determination processing and the determined variation performance pattern, and determines the notification (content) using the extracted random number value for notification determination.

[0444] When the determination result is a special symbol loss, if the variation performance pattern is normal ready-to-win 1 (P4) or normal ready-to-win 2 (P5), no notification is always determined. If the variation performance pattern is battle ready-to-win 1 (P6), battle ready-to-win 2 (P7), mission ready-to-win 1 (P8), mission ready-to-win 2 (P9), attack ready-to-win 1 (P10), or attack ready-to-win 2 (P11), no notification is determined at 30%, logo notification is determined at 60%, and car group notification is determined at 10%.

[0445] Further, if the variation performance pattern is breakthrough ready-to-win 1 (P22), breakthrough ready-to-win 2 (P23), big eating ready-to-win 1 (P24), or big eating ready-to-win 2 (P25), no notification is determined at 20%, logo notification is determined at 75%, and car group notification is determined at 5%. If the variation performance pattern is decisive battle ready-to-win 1 (P37) or decisive battle ready-to-win 2 (P38), logo notification is determined at 85%, and car group notification is determined at 15%.

[0446] When the determination result is a special symbol win, if the variable performance pattern is confrontation ready-to-win 3 (P12), confrontation ready-to-win 4 (P13), mission ready-to-win 3 (P14), mission ready-to-win 4 (P15), attack ready-to-win 3 (P16), or attack ready-to-win 4 (P17), no advance notice is determined at 10%, a logo advance notice is determined at 70%, and a car group advance notice is determined at 20%; and if the variable performance pattern is full-rotation ready-to-win (P18), no advance notice is determined at 10%, a logo advance notice is determined at 50%, and a car group advance notice is determined at 40%.

[0447] Further, if the variable performance pattern is breakthrough ready-to-win 3 (P26), breakthrough ready-to-win 4 (P27), big eating ready-to-win 3 (P28), or big eating ready-to-win 4 (P29), no advance notice is determined at 15%, a logo advance notice is determined at 65%, and a car group advance notice is determined at 20%; and if the variable performance pattern is decisive battle ready-to-win 3 (P39) or decisive battle ready-to-win 4 (P40), a logo advance notice is determined at 75%, and a car group advance notice is determined at 25%.

[0448] Advance notice determination table 2 has the following features. Both the logo advance notice and the car group advance notice can be executed in super ready-to-win or higher, and are not executed in normal ready-to-win. Thereby, it is possible to make the player play the game while hoping that the logo advance notice or the car group advance notice will be executed when a ready-to-win state is formed. For example, in a super ready-to-win state, in the case of a special symbol loss, compared to the case of a special symbol win, no advance notice or the logo advance notice is more likely to be executed, and the car group advance notice is less likely to be executed. Thereby, when the car group advance notice is executed, it is possible to increase the player's expectation for a special symbol win, and make the player play the game while hoping that the car group advance notice will be executed.

[0449] Figure 30 is a logo advance notice determination table for determining the details of the logo advance notice.

[0450] The Logo Preview Decision Table determines that if the result is a special symbol miss, and the variation animation pattern is a confrontation reach 1 (P6), confrontation reach 2 (P7), mission reach 1 (P8), mission reach 2 (P9), attack reach 1 (P10), or attack reach 2 (P11), then there is a 95% chance of a chance and a 5% chance of a super hot chance.

[0451] Additionally, if the variation animation pattern is Breakthrough Reach 1 (P22), Breakthrough Reach 2 (P23), Big Eater Reach 1 (P24), or Big Eater Reach 2 (P25), there is a 98% chance of a Chance and a 2% chance of a Super Hot outcome. If the variation animation pattern is Decisive Battle Reach 1 (P37) or Decisive Battle Reach 2 (P38), there is a 99% chance of a Chance and a 1% chance of a Super Hot outcome.

[0452] If the result of the judgment is a special symbol win, and the variation performance pattern is a confrontation reach 3 (P12), confrontation reach 4 (P13), mission reach 3 (P14), mission reach 4 (P15), attack reach 3 (P16), or attack reach 4 (P17), then there is an 80% chance of a chance and a 20% chance of a super hot result. If the variation performance pattern is a full rotation reach (P18), then there is a 30% chance of a chance and a 70% chance of a super hot result.

[0453] Additionally, if the variation animation pattern is Breakthrough Reach 3 (P26), Breakthrough Reach 4 (P27), Big Eater Reach 3 (P28), or Big Eater Reach 4 (P29), there is a 70% chance of a Chance and a 30% chance of a Super Hot outcome. If the variation animation pattern is Decisive Battle Reach 3 (P39) or Decisive Battle Reach 4 (P40), there is a 60% chance of a Chance and a 40% chance of a Super Hot outcome.

[0454] The logo preview decision table has the following characteristics: For example, in a Super Reach, if the special symbol misses, the chance is more likely to occur, while the Super Hot chance is less likely to occur, compared to when the special symbol hits. This allows players to play while hoping for a thrilling event to occur.

[0455] Figure 31 is a vehicle group announcement determination table for determining the details of a vehicle group announcement.

[0456] In the vehicle group announcement determination table, when the determination result is a special symbol loss, if the variation performance pattern is battle reach 1 (P6), battle reach 2 (P7), mission reach 1 (P8), mission reach 2 (P9), attack reach 1 (P10), or attack reach 2 (P11), the first vehicle group is determined at 90% probability, and the second vehicle group is determined at 10% probability.

[0457] Further, if the variation performance pattern is breakthrough reach 1 (P22), breakthrough reach 2 (P23), big eater reach 1 (P24), or big eater reach 2 (P25), the first vehicle group is determined at 95% probability, and the second vehicle group is determined at 5% probability. If the variation performance pattern is decisive battle reach 1 (P37) or decisive battle reach 2 (P38), the first vehicle group is determined at 99% probability, and the second vehicle group is determined at 1% probability.

[0458] When the determination result is a special symbol win, if the variation performance pattern is battle reach 3 (P12), battle reach 4 (P13), mission reach 3 (P14), mission reach 4 (P15), attack reach 3 (P16), or attack reach 4 (P17), the first vehicle group is determined at 75% probability, and the second vehicle group is determined at 25% probability. If the variation performance pattern is full rotation reach (P18), the first vehicle group is determined at 20% probability, and the second vehicle group is determined at 80% probability.

[0459] Further, if the variation performance pattern is breakthrough reach 3 (P26), breakthrough reach 4 (P27), big eater reach 3 (P28), or big eater reach 4 (P29), the first vehicle group is determined at 65% probability, and the second vehicle group is determined at 35% probability. If the variation performance pattern is decisive battle reach 3 (P39) or decisive battle reach 4 (P40), the first vehicle group is determined at 55% probability, and the second vehicle group is determined at 45% probability.

[0460] The vehicle group announcement determination table has the following features. For example, in a Super Reach, if the special symbol is missed, the first group of cars is more likely to be executed, while the second group of cars is less likely to be executed, compared to when the special symbol is hit. This allows players to play the game while hoping that the second group of cars will be executed.

[0461] In a full rotation reach, the second group of cars is more likely to be executed than the first group of cars. As a result, when the second group of cars is executed, the player's expectation of winning a special symbol is greatly increased.

[0462] Here, we will explain the forms of logo announcements and vehicle group announcements using Figures 36 and 37. Figure 36 shows the form of the logo preview. (a1) shows a scene where each decorative symbol 26a-26c and the fourth symbol 26d are displaying a variation, and (a2) shows a scene where the left decorative symbol 26a and the right decorative symbol 26c have temporarily stopped displaying "4", forming a reach. The logo notification is displayed above each decorative symbol 26a-26c as soon as a reach is formed. For example, in (a2), a logo image log1 labeled "Chance" is displayed. This logo image log1 is displayed for a predetermined time (for example, 2 seconds), then disappears, after which a super reach or similar can be executed.

[0463] (b1) is the same as (a1), and in (b2), a logo image log2 labeled "Super Hot" is displayed. This logo image log2 is displayed for a predetermined time (e.g., 2 seconds), then disappears, after which Super Reach and other actions become available.

[0464] In this way, "Chance" and "Super Hot" are displayed in clearly different ways visually, preventing situations where it is difficult to determine which logo preview has been executed.

[0465] Furthermore, since "Super Hot" indicates a higher probability of winning a special symbol than "Chance," you could, for example, display "Chance" in green and "Super Hot" in red. This would allow you to suggest a higher probability of winning through both the text and the color.

[0466] Furthermore, the speaker 10 may output the word "Chance" when the "Chance" indicator is displayed, or the speaker 10 may output the word "Super Hot" when the "Super Hot" indicator is displayed. This allows the expectation of a special win to be conveyed not only visually but also aurally, thereby enhancing the enjoyment of the game.

[0467] Figure 37 shows the form of a vehicle group warning. (a1) and (b1) show scenes where each decorative symbol 26a to 26c and the fourth symbol 26d are displayed in a variable manner, while (a2) and (b2) show scenes where the left decorative symbol 26a and the right decorative symbol 26c temporarily stop displaying "4", forming a reach. Unlike the logo announcement, the car group announcement is performed in a manner in which images resembling multiple cars move from the right edge to the left edge of the image display device 26 after a predetermined time (for example, 1.5 seconds) has elapsed since the reach was formed.

[0468] (a3) shows the display mode for the first car group, with multiple car group images car1, which make up the first car group, displayed. (b3) shows the display mode for the second car group, with multiple car group images car2, which make up the second car group, displayed. In both cases, the display of the car group images lasts for about 2 seconds from start to finish, and after the display of the car group images is finished, Super Reach and other actions become available.

[0469] In this way, the first and second car groups are displayed in a visually distinct manner, preventing confusion about which car group's warning has been issued.

[0470] Note that the logo advance announcement and the vehicle group advance announcement may both be determined in one variation performance, or only one of them may be determined.

[0471] The description now returns to the advance announcement determination table again. Figure 32(a) shows advance announcement determination table 3, which is a table for determining an advance announcement (conversation advance announcement) executed during super reach in a symbol variation game. This table is stored in the sub ROM 202, and defines the determination result of the special symbol winning determination process, the variation performance pattern, distribution, and the advance announcement (content). The sub CPU 201 refers to the determination result of the special symbol winning determination process and the determined variation performance pattern, and determines the advance announcement (content) using the extracted random number value for advance announcement determination.

[0472] When the determination result is a special symbol loss, if the variation performance pattern is decisive battle reach 1 (P37) or decisive battle reach 2 (P38), conversation (white) is determined at 80%, and conversation (red) is determined at 20%.

[0473] When the determination result is a special symbol win, if the variation performance pattern is decisive battle reach 3 (P39) or decisive battle reach 4 (P40), conversation (white) is determined at 60%, and conversation (red) is determined at 40%.

[0474] The advance announcement determination table 3 has the following characteristics. For example, in super reach, in the case of a special symbol loss, conversation (white) is more likely to be executed, and conversation (red) is less likely to be executed, compared to the case of a special symbol win. Thereby, when conversation (red) is executed, it is possible to increase the player's expectation degree for a special symbol win, and make the player play the game while hoping that conversation (red) will be executed.

[0475] Figure 32(b) shows advance announcement determination table 4, which is a table for determining an advance announcement (cut-in advance announcement) executed during super reach in a symbol variation game.

[0476] When the determination result is a special symbol loss, if the variation performance pattern is confrontation ready-to-win 1 (P6), confrontation ready-to-win 2 (P7), mission ready-to-win 1 (P8), mission ready-to-win 2 (P9), attack ready-to-win 1 (P10), or attack ready-to-win 2 (P11), the cut-in (green) is determined at 90% and the cut-in (red) is determined at 10%; and if the variation performance pattern is breakthrough ready-to-win 1 (P22), breakthrough ready-to-win 2 (P23), big-eating ready-to-win 1 (P24), or big-eating ready-to-win 2 (P25), the cut-in (green) is determined at 90% and the cut-in (red) is determined at 10%.

[0477] When the determination result is a special symbol win, if the variation performance pattern is confrontation ready-to-win 3 (P12), confrontation ready-to-win 4 (P13), mission ready-to-win 3 (P14), mission ready-to-win 4 (P15), attack ready-to-win 3 (P16), or attack ready-to-win 4 (P17), the cut-in (green) is determined at 70% and the cut-in (red) is determined at 30%; and if the variation performance pattern is breakthrough ready-to-win 3 (P26), breakthrough ready-to-win 4 (P27), big-eating ready-to-win 3 (P28), or big-eating ready-to-win 4 (P29), the cut-in (green) is determined at 60% and the cut-in (red) is determined at 40%.

[0478] The announcement determination table 4 has the following features. For example, in a super ready-to-win state, in the case of a special symbol loss, the cut-in (green) is more likely to be executed and the cut-in (red) is less likely to be executed, compared to the case of a special symbol win. Thereby, when the cut-in (red) is executed, it is possible to increase the player's expectation degree for a special symbol win, and make the player play the game while hoping that the cut-in (red) will be executed. It should be noted that a cut-in (rainbow) that can be executed only in the case of a special symbol win and definitely notifies that a big win game is obtainable may also be provided.

[0479] Figure 33(c) is the announcement determination table 5, which is a table for determining the announcement (judgment performance) executed during the super ready-to-win state in the symbol variation game.

[0480] The judge performance refers to a performance executed at the timing of notifying the determination result of the special symbol winning determination processing during a super reach, and is a performance that notifies the player whether the determination result is a special symbol win or a special symbol miss by having the player operate the performance button 14 or the performance lever 15 (or when no operation is performed, the valid operation time elapses). Since the button image bg imitating the performance button 14 and the performance lever image leg imitating the performance lever 15 are displayed immediately before the determination result is notified, the display of these images alone is positioned as a preliminary announcement, and the series of performances from the display of these images to the notification of the determination result is the judge performance. In the following description, it may be simply referred to as "judge".

[0481] When the determination result is a special symbol miss, if the variable performance pattern is battle reach 1 (P6), battle reach 2 (P7), mission reach 1 (P8), mission reach 2 (P9), attack reach 1 (P10), or attack reach 2 (P11), the performance button is determined at a rate of 95% and the performance lever is determined at a rate of 5%; and if the variable performance pattern is decisive battle reach 1 (P37) or decisive battle reach 2 (P38), the performance button is determined at a rate of 90% and the performance lever is determined at a rate of 10%.

[0482] When the determination result is a special symbol win, if the variable performance pattern is battle reach 3 (P12), battle reach 4 (P13), mission reach 3 (P14), mission reach 4 (P15), attack reach 3 (P16), or attack reach 4 (P17), the performance button is determined at a rate of 60% and the performance lever is determined at a rate of 40%; and if the variable performance pattern is decisive battle reach 3 (P39) or decisive battle reach 4 (P40), the performance button is determined at a rate of 40% and the performance lever is determined at a rate of 60%.

[0483] Figure 33(d) is a performance button determination table for the judge performance, which is a table for further determining the display color of the button image and the light emission color of the performance button LED when the performance button is determined in the preliminary announcement determination table 5.

[0484] If the result of the judgment is a special symbol miss, and the variation performance pattern is a confrontation reach 1 (P6), confrontation reach 2 (P7), mission reach 1 (P8), mission reach 2 (P9), attack reach 1 (P10), or attack reach 2 (P11), the performance button (normal) will be determined 90% of the time and the performance button (red) will be determined 10% of the time. If the variation performance pattern is a decisive battle reach 1 (P37) or decisive battle reach 2 (P38), the performance button (normal) will be determined 95% of the time and the performance button (red) will be determined 5% of the time. The performance button (normal) is a performance mode in which the display color of the button image and the illumination color of the performance button LED are green, and the performance button (red) is a performance mode in which the display color of the button image and the illumination color of the performance button LED are red.

[0485] If the result of the judgment is a special symbol win, and the variation performance pattern is a confrontation reach 3 (P12), confrontation reach 4 (P13), mission reach 3 (P14), mission reach 4 (P15), attack reach 3 (P16), or attack reach 4 (P17), there is a 45% chance that the performance button (normal) will be determined and a 55% chance that the performance button (red) will be determined. If the variation performance pattern is a decisive battle reach 3 (P39) or decisive battle reach 4 (P40), there is a 35% chance that the performance button (normal) will be determined and a 65% chance that the performance button (red) will be determined.

[0486] The preview determination table 5 and the performance button determination table have the following characteristics: For example, in a Super Reach, if the special symbol is missed, the effect button is more likely to be pressed, and the effect lever is less likely to be pressed, compared to when the special symbol is hit. This increases the player's expectation of hitting a special symbol when the performance lever is activated, and encourages them to play while hoping that the performance lever will be activated.

[0487] For example, in a Super Reach, if the special symbol is missed, the regular effect button is more likely to be executed, while the red effect button is less likely to be executed compared to when the special symbol is hit. Thereby, even when the judgment performance is a performance button, if the (red) performance button is executed, it is possible to raise the player's expectation level for a special figure win, and make the player play the game while hoping that the (red) performance button will be executed.

[0488] Further, in the judgment performance, either the (normal) performance button or the (red) performance button can be executed, and in the dialogue advance notice and the cut-in advance notice, only the (normal) performance button can be executed, but the (red) performance button may also be executed in the dialogue advance notice and the cut-in advance notice.

[0489] Figure 38 shows an aspect of the cut-in advance notice. (a1) and (b1) show a scene shifted to a super reach, in which each decorative pattern 26a to 26c moves to the upper right of the display area and is displayed in a reduced size.

[0490] (a2) and (b2) are scenes where a predetermined time has elapsed after shifting to the super reach, and are scenes where a button image (an image labeled PUSH) is displayed at the center of the image display device 26. The entire button image is displayed in green, the performance button LED also emits light in the corresponding green color, notifying that the performance button 14 is within the operation valid time. In the cut-in advance notice, a button image bg imitating the performance button 14 is displayed, the image of "Push!" and the voice of "Push" are not output, and a button display sound (single tone) suggesting that the button image is displayed is output from the speaker 10 in conjunction with the display of the button image. This button display sound is the same as the sound output at the time of the dialogue advance notice.

[0491] (a3) shows the display mode of the cut-in (green). In the cut-in (green), the entire area of the cut-in image ci1 is decorated with light green (indicated by vertical lines in the figure), and the word "CHANCE" is written in dark green characters. On the other hand, (b3) shows the display mode of the cut-in (red). In the cut-in (red), the entire area of the cut-in image ci2 is decorated with vermilion (indicated by horizontal lines in the figure), and the word "CHANCE" is written in dark red characters. In either case, the display of the cut-in image is configured to last for about 3 seconds from the start to the end of the display, and shortly after the display of the cut-in image ends, the determination result of the special symbol winning determination process is announced. That is, the cut-in advance notification is a performance executed immediately before the determination result is announced.

[0492] Further, when the cut-in (green) is displayed, sound effect 1 (for example, "Pesheen♪") is output from the speaker 10, and when the cut-in (red) is displayed, sound effect 2 (for example, "Kakeen♪") different from sound effect 1 is output from the speaker 10. In this way, it is possible to recognize which cut-in image has been displayed even from the sound effect.

[0493] As described above, the cut-in advance notification (green) and the cut-in advance notification (red) are displayed in visually clearly different modes (since the entire area and the character color are different), it is possible to prevent the situation where it is difficult to grasp which cut-in advance notification has been executed. Note that the cut-in advance notification may not be executed if the player does not operate the performance button 14.

[0494] Figure 39 shows the mode of the judge performance. (a1) and (b1) are scenes of a conversation advance notification during a super reach (for example, a battle reach), in which an enemy character chaB is displayed, and a conversation image con4-1 saying "Let's go~" (in white characters) is displayed on a gray auxiliary image 26hj.

[0495] The conversation image con4-1 is displayed on the front side of the auxiliary image 26hj so as to overlap the auxiliary image 26hj. The auxiliary image 26hj is displayed to prevent the conversation image con4-1 from becoming difficult to see due to blending in with the background image.

[0496] The conversation preview is a preview that is executed during a confrontation reach where ally character chaA and enemy character chaB face off. In the lower center of the display area, the characters' conversation is executed, and the color of the text in the conversation image con4-1 (for example, white text, red text) indicates the possibility of a winning game being executed. When the conversation is displayed, the corresponding audio is output from speaker 10.

[0497] (a2) and (b2) are scenes in which the result of the special symbol win detection process is announced. In (a2), a button image (an image labeled "PUSH") is displayed in the center of the image display device 26, and the entire button image is displayed in red. The performance button LED also lights up in the corresponding red color, prompting the user to operate the performance button 14. On the other hand, in (b2), an image resembling the performance lever 15 is displayed.

[0498] Furthermore, for example, in (a2), a button image bg and the text "Press!" are displayed to prompt the user to press the performance button 14, and the voice prompt "Press!" is also output. On the other hand, in (b2), a performance lever image leg and the text "Pull!" are displayed to prompt the user to press the performance lever 15, and the voice prompt "Pull!" is also output.

[0499] Then, the result of the judgment is announced according to the elapsed time of the operation, or if (a2) the performance button 14 has been operated, or if (b2) the performance lever 15 has been operated. For example, if the special feature is a hit, as shown in (a3) ​​and (b3), the upper movable body 28a and the lower movable body 28b move to their operating positions, and the decorative symbols 26a to 26c temporarily stop at "444" in the upper right of the display area, indicating that the special feature is a hit. On the other hand, if the special feature is a miss, although not shown, the movable body 28 does not move to its operating position (it remains in its origin position), and the decorative symbols 26a to 26c temporarily stop at "454" in the upper right of the display area, indicating that the special feature is a hit.

[0500] When a special symbol win is announced, the upper movable body 28a and the lower movable body 28b move to the front of the display area of ​​the image display device 26 (operating position) and remain in the operating position for a predetermined time. When they are in the operating position, some of the information displayed in the display area is made difficult to see. Specifically, the fourth symbol 26d displayed in the first display position, the first start slot reserve count image 26e, and the second start slot reserve count image 26f become difficult to see. On the other hand, the fourth symbol 26d displayed in the second display position, the first start slot reserve count image 26e, and the second start slot reserve count image 26f remain visible, allowing the player to grasp various information from the fourth symbol 26d, the first start slot reserve count image 26e, and the second start slot reserve count image 26f displayed in the second display position.

[0501] Next, Figures 40 to 42 will be used to explain the conversation preview in more detail. Figures 40(a1) and 40(b1) show the transition to a Super Reach (Confrontation Reach), where each decorative symbol 26a to 26c moves to the upper right of the display area and is displayed in a reduced size. In addition, a background image corresponding to the Confrontation Reach is displayed.

[0502] (a2) shows the start of the conversation preview, where first, a conversation image con1-1 from ally character chaA saying "Let's have a match" (in white text) is displayed on auxiliary image 26hj. At the same time, the voice saying "Let's have a match" is output from speaker 10. (b2) differs from (a2) only in that the conversation image con1-2, which says "Let's have a showdown," is displayed in red text on the auxiliary image 26hj. For convenience, the red text is written in bolder than the white text.

[0503] In dialogue previews, sound effects corresponding to the display color are not output, unlike in dialogue previews or cut-in previews. For example, in dialogue previews, different sound effects are output for white and red, and in cut-in previews, different sound effects are output for green and red. However, when a dialogue preview (white) or dialogue preview (red) is displayed, no sound effects are output, making it impossible to distinguish between white and red by hearing alone. Furthermore, regarding the audio, for example, the phrase "Let's do this!" will be output, but the same audio will be output regardless of whether the text is white or red.

[0504] (a3) shows the continuation of the conversation preview, and in response to the conversation spoken by the ally character chaA in (a2), the conversation image con2-1 from the enemy character chaB saying "There's no chance of winning" (in white text) is displayed on the auxiliary image 26hj. In addition, the voice saying "There's no chance of winning" is output from speaker 10. (b3) differs from (a3) ​​only in that the conversation image con2-2, which says "There's no chance of winning," is displayed in red text on the auxiliary image 26hj.

[0505] (a4) shows the continuation of the conversation preview, and in response to the conversation spoken by the enemy character chaB in (a3), the conversation image con3-1, in which the ally character chaA says "I won't lose" (in white text), is displayed on the auxiliary image 26hj. In addition, the voice "I won't lose" is output from speaker 10. (b4) differs from (a4) only in that the conversation image con3-2, which says "I won't lose," is displayed in red text on the auxiliary image 26hj.

[0506] Figure 41(a5) shows the continuation of the conversation preview, where, in response to the conversation spoken by the ally character chaA in (a4), the enemy character chaB says "Let's go~" in the conversation image con4-1 (white text) displayed on the auxiliary image 26hj. At the same time, the speaker 10 outputs the voice saying "Let's go~". (b5) differs from (a5) only in that the conversation image con4-2, which says "Let's go~", is displayed in red text on the auxiliary image 26hj. Note that (a5)(b5), (a6)(b6), and (a7)(b7) are the same scenes as in Figure 39, so their explanations will be omitted.

[0507] When the judgment result is announced in (a7)(b7), in (a8), the ally character chaA is displayed again, and a dialogue image con5-1 (white text) saying "Your training has paid off" is displayed on the auxiliary image 26hj. In addition, the voice saying "Your training has paid off" is output from speaker 10. (b8) differs from (a8) only in that the conversation image con5-2, which says "Your training has paid off," is displayed in red text on the auxiliary image 26hj.

[0508] Figure 42(a9) shows the continuation of the conversation preview, where, in response to the conversation spoken by the ally character chaA in (a8), the enemy character chaB displays the conversation image con6-1 (white text) saying "Excellent..." on the auxiliary image 26hj. Additionally, the speaker 10 outputs the voice saying "Excellent." (b9) differs from (a9) only in that the conversation image con6-2, which says "amazing," is displayed in red text on the auxiliary image 26hj.

[0509] The execution period from the start of the conversation announcement (a2)(b2) to the end of the conversation announcement (a9)(b9) is, for example, approximately 25 seconds. In other words, the execution period is longer than that of the dialogue preview (red) (2.5 seconds) and the two-stage dialogue (red) (5.5 seconds). This prevents the pre-reach dialogue announcements from becoming redundant and diminishing the enjoyment of the game, while the pre-judgment dialogue announcements can enhance the enjoyment of the game by building tension over a longer period regarding whether or not a win will occur.

[0510] Furthermore, in conversation-based announcements where the expectation of a special win does not change based on the number of times the dialogue (red) is displayed, there is no need to count the number of times the dialogue (red) is displayed over a long period of time, so players can concentrate on the conversation announcement. On the other hand, in dialogue-based announcements where the expectation of a special win changes based on the number of times the dialogue (red) is displayed, it is necessary to count the number of times the dialogue (red) is displayed over a short period of time, so players can focus on the dialogue announcement.

[0511] Then, at (a10)(b10), each decorative symbol 26a~26c temporarily stops displaying "444", the performance button 14 vibrates (executing the winning button vibration effect), and at (a11)(b11), each decorative symbol 26a~26c confirms the win with "444", and the vibration of the performance button 14 stops. Also, similar to the vibration effect, at (a10) and (b10), the LED of the effect button lights up in rainbow colors (executing the button lighting effect when a win occurs), and at (a11) and (b11), the rainbow lighting of the effect button LED ends.

[0512] Then, once the display period for the confirmed symbols ends, the opening of the jackpot game is executed in (a12)(b12). In the opening, a large right image 26w with the message "Aim to the right," a small right image 26r, and a right arrow image 26p are displayed. The right arrow image 26p is displayed in both the first and second display positions. In addition, the jackpot symbol notification image 26q, which is part of the decorative symbols confirmed in (a11)(b11), is displayed, as well as single acquisition information 26s (for example, 0 / 450), which is information on the number of game balls that can be obtained in that jackpot game, and cumulative acquisition information 26t, which is information on the total number of game balls that the player has acquired.

[0513] The right arrow image 26p is displayed together with the right mini-image 26r, and is hidden together with the right mini-image 26r. Its function is the same as the right mini-image 26r (an image that encourages hitting to the right). In other words, the right mini-image 26r and the right arrow image 26p can be said to be related information.

[0514] The large image on the right (26w) is displayed only during the opening sequence. The small image on the right (26r) and the image with the arrow on the right (26p) are displayed continuously from the opening to the ending, as well as during the subsequent bonus rounds and time-saving rounds. They disappear when transitioning from the bonus rounds to the normal rounds, or from the time-saving rounds to the normal rounds.

[0515] The single-ball acquisition information 26s can be displayed according to the value of the single-ball acquisition information counter provided in the sub-RAM 203. For example, when a ball enters the large prize slot 24 during a jackpot game, the counter is updated by adding to it, and the display is adjusted according to the update status. When the jackpot game ends, the value of the single-ball acquisition information counter is initialized. On the other hand, the cumulative acquisition information 26t can be displayed according to the value of the cumulative acquisition information counter provided in the sub-RAM 203. For example, when a ball enters the large prize slot 24 during a jackpot game, the counter is updated by adding to it, and the display is adjusted according to the update status. Furthermore, even after the jackpot game ends, the value of the cumulative acquisition information counter is retained without being initialized. When jackpot games occur consecutively in a probability variation game state or a time-saving game state, the newly entered balls are added to the retained value, and the cumulative value is displayed. There is no upper limit to the value that can be counted and stored in the cumulative acquisition information counter, but an upper limit may be set. For example, 99999 may be set as the upper limit.

[0516] Then, when a clear condition is met, such as transitioning to the normal game state, the value of the accumulated acquired information counter is reset. Note that the clear condition may be met when transitioning to the normal game state, or when 50 symbol variation games have been played after transitioning to the normal game state.

[0517] Both the single-win information counter and the cumulative-win information counter are updated when a ball enters the main prize slot 24, and are not updated when a ball enters the first starting slot 21, the second starting slot 22, or the regular prize slot 23. However, they may also be updated when a ball enters the first starting slot 21, the second starting slot 22, or the regular prize slot 23.

[0518] In this way, the dialogue preview uses different text colors in the dialogue images to indicate the likelihood of a special win. Specifically, red text suggests a higher likelihood of a special win than white text, so, similar to other previews (for example, dialogue previews and hold pre-reading effects), it is possible to establish a common understanding that "red" indicates a higher likelihood of a win. This allows players to play while hoping that red text will be displayed.

[0519] Furthermore, after the judgment result is announced in (a7)(b7), the text color in (a8)(b8) and (a9)(b9) is maintained from the text color used before (a7)(b7). In other words, after (a7), the conversation announcement in (a8)(a9) is executed in white text, and after (b8), the conversation announcement in (b8)(b9) is executed in red text. This maintains consistency until the confirmation display, allowing the player to transition to the jackpot game without feeling any discomfort. In addition, since the entire conversation announcement only needs to be the same color, it can be handled with simple processing, which is expected to reduce the control load.

[0520] In addition, for white text in conversation previews, the text may be displayed using only white, or, to improve visibility, the entire text may be white, but only the outline of the text may be black or another color. Similarly, in conversation announcements, "red" text (red letters) may be displayed using only red, or to improve visibility, the entire text may be red, but the outline of the text may be black or another color. In any case, using a standard color means that some or all of the text in the dialogue preview is white, and using a specific color means that some or all of the text in the dialogue preview is red.

[0521] Figures 40 to 42 only illustrate cases where the special symbol is a hit, and do not illustrate cases where the special symbol is a miss. However, in the case of a miss, (a8)(b8) and (a9)(b9) should not be performed. Instead, (a7)(b7) should be used to notify the player of the miss, (a10)(b10) should be used to temporarily stop and display the combination of losing symbols, and (a11)(b11) should be used to confirm the combination of losing symbols. This prevents the player from feeling uncomfortable, especially if the conversation announcement is performed in red text, as (b8)(b9) would also be performed in red text.

[0522] On the other hand, if the special symbol is not won, the conversation announcements in (a8)(b8) and (a9)(b9) may be made. This makes it easier to recognize which text color was used for the conversation announcement even after the special symbol has been announced as notified, and makes it easier to look back and check how promising the announcement was.

[0523] Additionally, (a8)(b8) and (a9)(b9) may all be displayed in white text as dialogue previews. This allows players to be entertained by the dialogue previews even after the judgment result is announced, while preventing them from developing false expectations (for example, the expectation that the reach will develop further).

[0524] Furthermore, if, for example, the dialogue preview in Figure 40(a2) is considered to occur once, the number of dialogue previews can be arbitrarily determined. For example, it could consist of four dialogue previews, or six dialogue previews. It may also consist of one of these, or both. In any case, the execution period should be longer than the execution period of the two stages of dialogue (red) in the dialogue preview (for example, 5.5 seconds).

[0525] Figure 43 shows an example of a scenario during normal gameplay when a special symbol win occurs, and the gameplay during that win is as follows. Specifically, as shown in (a), at the start of the third round during a jackpot game, a message such as "Press the button to get RUSH!" is displayed. In this embodiment, "RUSH" refers to the probability variation game state. Then, as the third round progresses, as shown in (b), a fade-in effect (an effect that suggests the button image is about to be completed) is executed, and a countdown is started for the number of seconds until the button image is displayed and the effect button 14 becomes operable ("3!2!..." in the figure).

[0526] Subsequently, as shown in (c), the fade-in effect ends, and a button image (green), an operation validity time image YK indicating the operation validity time, and a message such as "Press!" are displayed, prompting the player to operate the effect button 14. At this time, the effect button LED lights up in the corresponding color (green) to the button image (green). In addition, the speaker 10 outputs the voice "Press!" along with the display of the message "Press!".

[0527] Then, when the player operates the performance button 14 (or when the operation valid time expires if no operation is performed), if special symbol A is displayed and the game transitions to a jackpot, as shown in (d1), the upper movable body 28a and the lower movable body 28b move to the operating position and remain in that operating position for a predetermined time, and an effect indicating that RUSH has been acquired is performed. On the other hand, if special symbol B is displayed and the game transitions to a jackpot, as shown in (d2), the upper movable body 28a and the lower movable body 28b do not move to the operating position, and an image resembling smoke and the message "Too bad..." indicating that RUSH was not acquired are displayed. When transitioning to RUSH, as shown in (d3), the player can select the performance mode during RUSH. For example, performance mode A is a balanced type, performance mode B has more premiums, and performance mode C is an instant notification, and the player can select their preferred performance mode by operating the performance button 14 within a predetermined time (for example, 5 seconds). Thus, in normal gameplay, if a special symbol win occurs, a special effect (jackpot judgment) is executed to inform whether or not a RUSH is obtained during the jackpot game. Therefore, it does not become a monotonous game of simply getting game balls into the large prize slot 24, and the enjoyment of the game is enhanced.

[0528] Furthermore, it is possible that the acquisition of "RUSH" may be announced unexpectedly after (d2). For example, at the end of the third round, the upper movable body 28a and the lower movable body 28b may suddenly move to their operating positions to announce the acquisition of "RUSH". This would allow the player to maintain hope of acquiring "RUSH" until the very end, preventing a decrease in their motivation to play at the point of (d2).

[0529] Furthermore, the LED light color of the performance button 14 (and the color of the performance button image) may be used to indicate the likelihood of winning "RUSH". For example, when special symbol A is determined, "red" may be made easier to select as the LED light color (and the color of the performance button image), and when special symbol B is determined, "green" may be made easier to select as the LED light color (and the color of the performance button image) to indicate the likelihood of winning "RUSH".

[0530] Next, Figure 44 will be used to explain the display of milestone acquisition during a jackpot game. Figure 44 shows a scene during a jackpot game when a special symbol D is hit during a probability variation game state. Figures 44(a1) to (a3) ​​show non-episode jackpots, and Figures 44(b1) to (b3) show episode jackpots. An episode jackpot is a jackpot animation that is performed on the fifth jackpot when a jackpot is achieved during normal gameplay, then the game transitions to a probability variation game state, and four consecutive jackpots are obtained in the probability variation game state.

[0531] Furthermore, an "episode win" is triggered every 5 times, such as the 10th, 15th, and so on. Therefore, any jackpots that occur outside of these episode wins are considered non-episode wins. Furthermore, non-episode wins constitute the first special game sequence, and episode wins constitute the second special game sequence.

[0532] Figure 44(a1) shows the first round of a jackpot game in a non-episode win. As it is a jackpot game, a small image 26r on the right prompts the player to put the game ball into the large prize slot 24, and a right arrow image 26p and a number hold are displayed at the first and second display positions. In addition, a jackpot symbol notification image 26q, which is part of the "777" symbol that was confirmed before the transition to the jackpot game, single acquisition information 26s (e.g., 15 / 1500) and cumulative acquisition information 26t (e.g., 9600pt), which is the cumulative number of game balls acquired by the player, are displayed. The denominator 1500 in the single acquisition information 26s represents the number that can be acquired in this jackpot game. The cumulative acquisition information 26t is the cumulative value of game balls acquired in one or more jackpot games.

[0533] Additionally, a heart-shaped count image 26u is displayed. Ten count images 26u are displayed at the start of each round, and one is removed each time a ball enters the large prize slot 24. In other words, this image is displayed to indicate the maximum number of balls that can enter in one round, as well as the ball entry status. In the following diagrams, symbols will primarily be used for the first (a) and (a1) labels, and may be omitted for others.

[0534] Figure 44(a2) shows the second round of a jackpot game. In the second round, balls are also entering the jackpot opening 24, and at this point, the single acquisition information 26s is 200 / 1500, and the cumulative acquisition information 26t is 9785pt.

[0535] Figure 44(a3) shows the third round of a jackpot game. When the first ball enters the large prize slot 24 in the third round, the cumulative acquisition information counter reaches 10000, and the cumulative acquisition information 26t is updated to display 10000pt. In this case, separate from the cumulative acquisition information 26t, the milestone acquisition display 26v is displayed by referring to the value of the cumulative acquisition information counter. The milestone acquisition display 26v is set to start displaying (fading in) after the cumulative acquisition information 26t is updated to 10000pt, and is displayed in the display mode shown in (a3) ​​for a predetermined time, after which it is erased. Even while the milestone acquisition display 26v is displayed, if a ball enters the large prize slot 24, the single acquisition information 26s and cumulative acquisition information 26t can be updated and displayed.

[0536] Figure 44(b1) shows the first round of a jackpot game in an episode. When it is an episode jackpot, the background image is different from when it is not an episode jackpot, and the single acquisition information 26s and cumulative acquisition information 26t are not displayed. On the other hand, the display patterns of the right small image 26r, the right arrow image 26p displayed at the first and second display positions, the number hold, and the jackpot symbol notification image 26q and count image 26u are the same as in a non-episode jackpot. For convenience, the value of the cumulative acquisition information counter in Figure 44(b1) is assumed to be 9600.

[0537] Figure 44(b2) shows the second round of a jackpot game, and unlike a non-episode jackpot, character display is shown. In Figure 44(b3), the cumulative acquisition information counter value reaches 10000 when the first ball enters the large prize slot 24 in the third round. In this case, the milestone acquisition display 26v is displayed with a fade-in and is displayed in the display mode shown in (b3) for a predetermined time, after which it is erased.

[0538] The milestone acquisition display 26v is displayed on a higher layer than the background image and character images (it has a higher display priority), but it is displayed so as not to overlap with the right arrow image 26p and the number hold displayed in the first and second display positions, and also so as not to overlap with the right small image 26r. It is also displayed so as not to overlap with the jackpot symbol notification image 26q and the count number image 26u. Furthermore, if the remaining notification image 26zh (described later) is displayed, it is also displayed so as not to overlap with the remaining notification image 26zh.

[0539] Next, we will explain the details of the milestone acquisition indicator 26v using Figure 45. As shown in Figure 45(a), milestone acquisition displays are available from 10,000pt, and thereafter, they can be displayed in increments of 10,000pt, such as 20,000pt, 30,000pt, and so on. After 90,000pt, the next display is available at 99,999pt, and beyond 99,999pt, even if the cumulative acquisition information counter reaches 110,000 by acquiring more game balls, the milestone acquisition display will not be shown. In other words, the milestone acquisition display is capped at 99,999pt.

[0540] When the milestone acquisition indicator meets the display conditions, the aforementioned fade-in (0.5 seconds) first occurs. Fade-in is a display where, for example, the milestone acquisition indicator 26v gradually appears. After the 0.5-second fade-in is complete, the milestone acquisition indicator 26v is displayed for 3 seconds. After the 3-second display period is over, a fade-out (0.5 seconds) occurs. Fade-out is a display where, for example, the milestone acquisition indicator 26v gradually disappears.

[0541] The display colors that make up the milestone acquisition indicator 26v are as follows: 10,000 points is red, 20,000 points is gold, and 30,000 points and above are all rainbow. For example, at 10,000 points, the numbers and Roman letters are decorated in red, and these parts are decorated with an effect image (for example, an image representing gloss) in a cycle of 1.5 seconds (the area to which the gloss is applied moves).

[0542] The display method for these milestone acquisitions is the same for both non-episode and episode-based displays. For example, in both Figure 44(a3) and Figure 44(b3), the "10000pt GET!" section is highlighted in red and decorated with an effect image (for example, an image representing gloss), and the display is performed with a 0.5-second fade-in, a 3-second display time, and a 0.5-second fade-out.

[0543] Next, we will explain the display restrictions for milestone acquisition indicators. Display restrictions mean that even if the display conditions are met, there are situations in which the milestone acquisition indicator cannot be displayed. For example, as shown in Figure 45(b), even if the cumulative information counter reaches 10,000, the display of the milestone acquisition indicator is restricted during the launch instruction period, movable body operation period, limit function operation condition fulfillment period, specific operation period, and hold continuous notification period.

[0544] Note that the launch instruction period, movable body operation period, limit function operation condition satisfaction period, specific operation period, and hold notification period are events that can occur in both per episode and per non-episode, and the display restrictions in Figure 45(b) are common to both per episode and per non-episode.

[0545] The print instruction period is the display period of the large right image 26w shown in Figures 42(a12) and (b12). During the period when the large right image 26w is displayed, the display of the milestone acquisition display 26v is restricted, for example, even if the cumulative information counter reaches 10,000.

[0546] The movable body operation period is the operation period of the upper movable body 28a and lower movable body 28b that notify the entry into RUSH mode as shown in Figure 43(d1). During the period when the upper movable body 28a and lower movable body 28b are operating, the display of the milestone acquisition indicator 26v is restricted, for example, even if the cumulative information counter reaches 10,000.

[0547] The limit function activation condition fulfillment period is the pre-notification period for limit function activation during a jackpot, as shown in Figures 57(b) to (c). During the period when the message "The limit function will activate after the jackpot and the game will end" is displayed, for example, even if the cumulative information counter reaches 10,000, the display of the milestone acquisition indicator 26v will be restricted.

[0548] The specific operation period refers to the period during which the performance button 14, which occurs during a jackpot as shown in Figures 43(a) to (c) and Figure 43(d3), is valid for operation. During this period, for example, even if the cumulative information counter reaches 10,000, the display of the milestone acquisition indicator 26v is restricted.

[0549] The hold notification period (especially the hold notification period during a jackpot game) is the period during which the system notifies the player if judgment information corresponding to a jackpot is stored in the hold memory. During this notification period, for example, even if the cumulative information counter reaches 10,000, the display of the milestone acquisition indicator 26v is restricted. The hold notification period is described in detail in Figure 52.

[0550] Furthermore, restricting the display of the milestone acquisition indicator 26v means, for example, during the launch instruction period, not displaying it during the display period of the large image 26w on the right, but displaying it after the display period ends, or not displaying it at all during the display period of the large image 26w on the right and after the display period ends. The same applies to other items.

[0551] Furthermore, while the explanation of the launch instruction period was given using the display period in the large image 26w on the right as an example, it can also be applied to the "Aim for V" scene in Type 1 and Type 2 gaming machines that have so-called minor wins, where the game ball is encouraged to pass through a specific area. In particular, in the case of a minor win, the value of the cumulative acquired information counter is updated even if the ball enters an entry area other than the specific area, so it is expected that the cumulative acquired information counter may reach, for example, 10,000 in the "Aim for V" scene. For this reason, it can be said that it is effective to restrict the display in such scenes.

[0552] Next, we will explain the relationship between the milestone acquisition display and the cumulative acquisit...

Claims

[Claim 1] In a gaming machine that executes a symbol game based on the fulfillment of predetermined conditions and is capable of executing a special game that is advantageous to the player, A storage means for storing determination information obtained based on the fulfillment of the aforementioned predetermined conditions, It comprises a performance control means for controlling the performance, The aforementioned performance control means is When a specific special game is played, a predetermined notification effect can be executed. If, after the completion of the aforementioned special game, the specific special game is to be executed based on the determination information stored in the storage means, the execution of the predetermined notification effect is restricted, and an effect corresponding to the specific special game is made available. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2025014606A