Gaming Machines

The gaming machine facilitates immediate setting adjustments through interrupt processing and variable displays, addressing the delay in conventional systems to enhance player engagement and experience.

JP7601546B2Active Publication Date: 2024-12-17SANKYO CO LTD
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Patent Information

Application Number
JP2019105304
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-06-05
Publication Date
2024-12-17
Estimated Expiration
2039-06-05

AI Technical Summary

Technical Problem

Conventional gaming machines require players to wait until all ongoing processes are completed before allowing setting checks, preventing immediate and appropriate adjustments to settings.

Method used

A gaming machine that allows for interrupt processing to enable quick setting confirmation and variable display, including state notification, effect execution, and initialization based on gaming media passage through a starting area, with control mechanisms for setting confirmation and power management.

Benefits of technology

Enables rapid setting checks and adjustments, enhancing player engagement and interest through variable displays and state transitions, improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance interest in a performance regarding a game machine capable of changing a setting value.SOLUTION: A game machine executes a first setting suggestive performance when a variation pattern is a non-ready-to-win or a normal ready-to-win, and executes a degree-of-expectation notice performance after execution of the first setting suggestive performance when a variation pattern is a super-ready-to-win. If variation display results in "losing" when a game state is a high-probability / high-base state, a ratio of selection of "normal ready-to-win losing" (a variation display period is 30 seconds) or "super-ready-to-win losing" (a variation display period is 60 seconds) as a variation display period longer than "non-ready-to-win losing" (a variation display period is 5 seconds) is higher in a first period than in a second period. In the meantime, a ratio of selection of "non-ready-to-win losing" (a variation display period is 1 second) as a variation display period shorter than "non-ready-to-win losing" (a variation display period is 5 seconds) is higher in the second period than in the first period.SELECTED DRAWING: Figure 9-5
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Description

[Technical field]

[0001] The present invention relates to a gaming machine, such as a pachinko gaming machine, on which a game can be played. [Background technology]

[0002] As shown in Patent Document 1, the setting value can be set to one of a number of setting values ​​that have different advantageous degrees for the player. be A gaming machine has been proposed. In such a gaming machine, in the setting confirmation process for confirming the setting value, the game machine can only move on to the next process when all main processes currently being executed have been completed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-200902 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the case of a gaming machine such as that described in Patent Document 1, when a user wants to check the settings immediately, he or she must wait until all ongoing processes are completed, making it impossible to conveniently perform the setting check operation.

[0005] The present invention has been made in view of the above circumstances, To provide a gaming machine capable of immediately checking settings The purpose of this document is to: [Means for solving the problem]

[0006] The gaming machine according to the first embodiment is A gaming machine that performs variable display based on the passage of a gaming medium through a starting area and can be controlled to an advantageous state that is advantageous to a player, A setting means capable of setting a setting value related to the probability of being controlled to the advantageous state; a setting confirmation control means capable of controlling a setting confirmation state in which the setting value set by the setting means can be confirmed; an interrupt processing execution means for executing an interrupt processing capable of executing a process related to a game; A variable means for changing the state between a first state advantageous to a player and a second state disadvantageous to the player; a predetermined game execution means capable of executing a predetermined game a plurality of times in which the variable means is changed from the second state to the first state during the advantageous state; variable timing means for timing a change period during which the variable means changes to the first state; a state notification means for notifying a user that the gaming machine has been controlled to the setting confirmation state; An effect execution means for executing a specific effect in which a specific light emitting means emits light and a specific sound is output based on the game medium passing through a starting area; A storage means capable of storing game information; an initialization means for initializing the game information stored in the storage means based on an operation of an initialization operation means; a setting permission state control means capable of controlling to a setting permission state for permitting setting of a setting value; Equipped with The setting confirmation control means is capable of controlling the gaming machine to the setting confirmation state when power supply to the gaming machine starts and before the interrupt process is permitted, When the setting confirmation state is ended, the interrupt process is permitted, and after the interrupt process is permitted, the game machine is not controlled to the setting confirmation state until power supply to the game machine is stopped; When power supply to the gaming machine is started in a state in which the setting operation means is in an OFF state and the initialization operation means is in an OFF state, a game is resumed based on the game information stored in the storage means, When power supply to the gaming machine is started in a state in which the setting operation means is in an OFF state and the initialization operation means is in an ON state, the gaming information stored in the storage means is initialized; When power supply to the gaming machine is started in a state in which the setting operation means is in an ON state and the initialization operation means is in an ON state, the gaming machine is controlled to the setting permission state, When power supply to the gaming machine is started in a state in which the setting operation means is in an ON state and the initialization operation means is in an OFF state, the gaming machine is controlled to the setting confirmation state, when the power supply to the gaming machine is stopped while the change period is being timed, and thereafter, when the power supply to the gaming machine is started again in a state in which the setting operation means is in an OFF state and the initialization operation means is in an OFF state, the time measurement of the change period is restarted with the resumption of the power supply; During the time period during which the change occurs, the power supply to the gaming machine is stopped, and then When power supply to the gaming machine is started in a state where the setting operation means is in an ON state and the initialization operation means is in an OFF state, the measurement of the change period is not restarted when the power supply is restarted, The timing of the change period is suspended until the setting confirmation state ends, and the timing of the change period is resumed when the setting confirmation state ends; When the setting confirmation state is entered, the specific performance is not executed, The storage means includes: The game information is stored in a predetermined area, and a specific area is stored in which setting value data indicating a setting value corresponding to an address higher than the predetermined area is stored. A region for storing information not used in a game is provided between the predetermined region and the specific region. A gaming machine characterized by: The gaming machine of the means A1 (pachinko gaming machine 1) is A setting means (game control microcomputer 100) capable of setting one of a plurality of setting values ​​having different advantageous degrees for a player (setting values ​​1 to 6 having different ranges of random numbers for determining a jackpot); an advantageous state control means capable of controlling the game to an advantageous state that is advantageous to a player; A performance control means (performance control CPU 120) for controlling the performance; Display means (performance control CPU 120, image display device 5), The presentation control means is capable of executing a first setting suggestion presentation related to a setting suggestion in a specific display area of ​​the display means (a presentation in which a "bell" hand is established can be executed by stopping and displaying a combination of mini-slot symbols of [bell], [bell], and [bell] as a combination of the same symbols in the mini-slot symbol display areas 5L1, 5C1, and 5R1 of the mini-slot 16TM030 at the bottom of the screen of the image display device 5), and is also capable of executing a second setting suggestion presentation related to a setting suggestion in a specified display area of ​​the display means (a presentation in which the variation count display 16TM040 is displayed in a setting suggestion manner at the bottom left of the screen of the image display device 5 can be executed); The first setting suggestion effect and the second setting suggestion effect have different execution rates (as shown in FIG. 9-6(G), the execution rate of the first setting suggestion effect is 3% (setting value 1) to 8% (setting value 6), whereas the execution rate of the second setting suggestion effect is 10% (setting value 1) to 20% (setting value 6) as shown in FIG. 9-7(M)). moreover, A variable display means (a microcomputer 100 for game control, a CPU 120 for performance control) capable of performing variable display (variable display); A game state control means (CPU 103) for controlling a game state; The game state control means (CPU 103) It is possible to control the game state into an advantageous state (jackpot game state) that is advantageous to the player, and a special state (high probability / high base state (probability change state), high probability / second KT state (small win RUSH state)) that is different from the advantageous state and advantageous to the player. The selection ratio of the variable display pattern (variation pattern) is common regardless of the setting value (as shown in Figure 13-6, the judgment value of the variation pattern judgment table is common regardless of the setting value), The special state (high probability / high base state (probability state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability state) until a predetermined number of special game games (50 times or 100 times) are executed, or until the jackpot game state is reached before the predetermined number of special game games are executed) and a second period after the first period (the period after the game state transitions to the high probability / high base state and a predetermined number of special game games (50 times or 100 times) are executed without entering the jackpot game state (51 times or later or 101 times or later)). In the first period, the selection rate of a variable display pattern having a variable display period longer than the predetermined period is higher than in the second period (as shown in Figures 13-6 (A1) and (C1), when the display result is "miss", in the first period [excluding the final fluctuation], the selection rate of "normal reach miss" (variable display period of 30 seconds) or "super reach miss" (variable display period of 60 seconds), which is a variable display period longer than "non-reach miss (shortened fluctuation)" (variable display period of 5 seconds), is higher than in the second period); In the second period, the selection rate of a variable display pattern having a variable display period shorter than the predetermined period is higher than in the first period (as shown in Figures 13-6 (A1) and (C1), when the display result is "miss", in the second period, the selection rate of "non-reach miss (fast fluctuation)" (variable display period of 1 second), which is a variable display period shorter than "non-reach miss (shortened fluctuation)" (variable display period of 5 seconds), is higher than in the first period [excluding final fluctuation]). A gaming machine characterized by: According to this configuration, since the execution ratio of the first setting suggestion effect and the second setting suggestion effect is different, the player can guess the setting by combining the first setting suggestion effect and the second setting suggestion effect, and the interest can be increased. Furthermore, when the game state is in a special state, sound gameplay can be realized and the interest of the game can be increased.

[0007] The gaming machine of the means A2 is A gaming machine of means A1, A performance control means (performance control CPU 120) for controlling the performance is provided. The presentation control means determines whether or not to execute the first setting suggestion presentation at different rates depending on a set value when a variable display (variable display) is executed by the variable display means (game control microcomputer 100, presentation control CPU 120) (whether or not to execute the first setting suggestion presentation is determined for each variable display (step S16TM2000), and as shown in FIG. 9-6(G), the execution rate of the first setting suggestion presentation differs depending on the set value). It is characterized by: According to such a configuration, it becomes possible for the player to guess the setting value when the variable display is executed.

[0008] The gaming machine of the means A3 is A gaming machine of means A1 or means A2, A performance control means (performance control CPU 120) for controlling the performance is provided. The presentation control means, when the variable display means (game control microcomputer 100, presentation control CPU 120) executes a variable display (changing display), determines whether or not to execute the first setting suggestion presentation at different rates according to a setting value, and after making the determination, determines whether or not to execute the second setting suggestion presentation (as shown in FIG. 9-5, after determining whether or not to execute the first setting suggestion presentation in step S16TM2000, determines whether or not to execute the second setting suggestion presentation in step S16TM2070). It is characterized by: According to such a configuration, after deciding whether or not to execute the first setting suggestion presentation, it is decided whether or not to execute the second setting suggestion presentation, thereby enabling appropriate presentation control that prioritizes the first setting suggestion presentation.

[0009] The gaming machine of the means A4 is Any gaming machine selected from the means A1 to A3, The display means (performance control CPU 120, image display device 5) hides the first setting suggestion performance when a specific performance (battle performance in super reach) is executed (as shown in FIG. 9-10(12), in the mini slot pattern display areas 5L1, 5C1, and 5R1 of the image display device 5, the combination of mini slot patterns corresponding to the first setting suggestion performance (in this example, [Bell] [Bell] [Bell]) is hidden). It is characterized by: This configuration makes it possible to draw the player's attention to a particular effect.

[0010] The gaming machine of the means A5 is Any gaming machine selected from means A1 to A4, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decoration patterns), The display means (the performance control CPU 120, the image display device 5) can execute variable display (variable display of mini-slot symbols) of information different from the decoration identification information in a specific area (mini-slot symbol display area 5L1, 5C1, 5R1, or 5LCR1), and can display a special display (a combination of mini-slot symbols resulting in a combination of "bell"), a specific display (a combination of mini-slot symbols resulting in a combination of "watermelon", "cherry", or "7-match", or the letter symbols "CHANCE", "super hot", or "FEVER"), or a predetermined display (a combination of mini-slot symbols resulting in a combination of "miss", or a symbol "no display") in the specific area. It is characterized by: With this configuration, it is possible to increase the interest of the presentation executed in a specific area of ​​the display means.

[0011] The gaming machine of the means A6 is Any gaming machine selected from means A1 to A5, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decoration patterns), The display means (performance control CPU 120) is capable of performing variable display (variable display of mini slot symbols) of information different from the decoration identification information in a specific area (mini slot symbol display area 5L1, 5C1, 5R1), When the variable display mode executed in the specific area becomes a special mode (freeze mode), the probability of being controlled to the advantageous state (jackpot game state) is higher than when the special mode (freeze mode) is not entered (as shown in FIG. 9-7(K), the winning combination when the mini-slot pattern performs a variable display of the freeze mode is "cherry (freeze)" or "7-match (freeze)", and a winning combination of "cherry" or more ("cherry" or "7-match") is confirmed, so the expectation of being controlled to the jackpot game state is higher than when the mini-slot pattern performs a variable display of the normal mode). It is characterized by: According to such a configuration, the variable display mode becomes a special mode, so that it is possible to draw the player's attention to the display means.

[0012] The gaming machine of the means A7 is Any gaming machine selected from means A1 to A6, There are several types of specific displays (the winning combinations are "watermelon", "cherry", and "7-match", and the display results are "no display", "CHANCE", "super hot", and "FEVER"). The rate at which the game is controlled to the advantageous state varies depending on the type of the specific display. (As shown in FIG. 9-7(K), the expectation rate at which the game is controlled to the jackpot game state increases in the order of "watermelon" < "cherry" < "sevens") It is characterized by: With this configuration, it is possible to generate interest in the type of specific display.

[0013] The gaming machine of the means A8, Any gaming machine selected from the means A1 to A7, A storage means (RAM 122 of the performance control board 12) for storing the display history of the special display (the cumulative number of times that a combination of mini-slot symbols with a winning combination of "bell" has stopped and displayed); and a history display means (an image display device 5 displaying the mini reel information 16TM200) capable of displaying information relating to the display history (the winning probability of the winning combination being "bell") when a predetermined condition is met (when the menu screen is being displayed and the "mini reel information" icon is selected by operating the stick controller 31A and the push button 31B). It is characterized by: With this configuration, the player can easily grasp information regarding the display history of the special display in order to guess the setting value.

[0014] The gaming machine of the means A9, Any gaming machine selected from means A1 to A8, A variable display means (performance control CPU 120) capable of variable display of decorative identification information (decorative pattern) and variable display of reduced identification information (small pattern) having lower visibility than the decorative identification information; A special variable display execution means (performance control CPU 120) capable of executing variable display of special identification information (mini slot pattern) different from the decoration identification information and the reduced identification information; An advantageous state control means (a game control microcomputer 100) capable of controlling the game to an advantageous state (a jackpot game state) that is advantageous to the player; A display means, The variable display means is capable of variable display of decorative identification information in a first region (decorative pattern display areas 5L, 5C, 5R in the center of the screen) of the display area of ​​the display means, and variable display of reduced identification information in a second region (small pattern display areas 5l, 5c, 5r in the upper right part of the screen) of the display area of ​​the display means; The special variable display execution means is capable of variable display of the special identification information in a third area (a lower center area of ​​the screen) of the display area of ​​the display means, The first and third regions of the display means can display displays related to setting suggestions, while the second region limits displays related to setting suggestions (images corresponding to setting suggestions such as mini slot patterns are not displayed in the small pattern display areas 5l, 5c, and 5r). According to this configuration, it is possible to enhance the interest regarding the setting suggestion, and to appropriately execute the variably display of the reduced identification information in the second area.

[0015] The gaming machine of the means A10 includes: Any gaming machine selected from means A1 to A9, A setting means (game control microcomputer 100) capable of setting one of a plurality of setting values ​​(setting values ​​1 to 6 having different ranges of random numbers for determining a jackpot) having different advantageous degrees for a player; A variable display means (a microcomputer 100 for game control, a CPU 120 for performance control) capable of performing variable display (variable display); An advantageous state control means (a game control microcomputer 100) capable of controlling the game to an advantageous state (a jackpot game state) that is advantageous to the player; Display means (performance control CPU 120, image display device 5), The display means is capable of displaying a special display corresponding to a setting suggestion regarding the setting means (a combination of mini-slot symbols resulting in a winning combination of "bell") and a specific display corresponding to a suggestion of control of the advantageous state (a combination of mini-slot symbols resulting in a winning combination of "watermelon", "cherry", or "sevens", a "no display", "CHANCE", "super hot", or "FEVER" symbol); When the variable display period is a predetermined period, the special display can be displayed (when the fluctuation pattern (fluctuation time) is a non-reach miss (10 seconds), a normal reach miss (30 seconds), or a normal reach jackpot (30 seconds), it is possible to statically display a combination of mini-slot symbols that will result in a winning combination of "bell"), and when the variable display period is longer than the predetermined period, it is possible to display the specific display after displaying the special display (when the fluctuation pattern (fluctuation time) is a super reach miss (120 seconds) or a super reach jackpot (120 seconds), it is possible to statically display a combination of mini-slot symbols that will result in a winning combination of "bell" after statically displaying a combination of mini-slot symbols that will result in a winning combination of "watermelon", "cherry", or "7-match", and further to statically display the symbols "no display", "CHANCE", "super hot", or "FEVER"). According to this configuration, it is possible to display the special display in priority to the specific display, thereby increasing interest in the setting suggestions.

[0016] The gaming machine (pachinko gaming machine 1) of means B1 is A setting means (game control microcomputer 100) capable of setting one of a plurality of setting values ​​(setting values ​​1 to 6 having different ranges of random numbers for determining a jackpot) having different advantageous degrees for a player; A variable display means (a microcomputer 100 for game control, a CPU 120 for performance control) capable of performing variable display (variable display); An advantageous state control means (a game control microcomputer 100) capable of controlling the game to an advantageous state (a jackpot game state) that is advantageous to the player; Display means (performance control CPU 120, image display device 5), The display means is capable of displaying in a specific area a special display (a combination of mini-slot symbols resulting in a winning combination of "bell") corresponding to a setting suggestion related to the setting means, and a specific display (a combination of mini-slot symbols resulting in a winning combination of "watermelon", "cherry", or "7-match", a "no display", "CHANCE", "super hot", or "FEVER") corresponding to a suggestion of control of the advantageous state; A corresponding display means (the CPU 120 for controlling the performance, the image display device 5) capable of displaying a corresponding display (the active display 16TM003) corresponding to the variable display; and a performance execution means (performance control CPU 120) capable of executing a change performance (a second change performance in which a character icon showing the same character as the character of the mini-slot pattern ("super hot") is added to the active display 16TM030 as shown in Figs. 9-10(11) and (12)) that changes the manner of the corresponding display in response to the specific display being displayed in the specific area (as shown in Fig. 9-9(8), a combination of mini-slot patterns that results in a winning combination of "cherry" is stopped and displayed in the mini-slot pattern display area 5L1, 5C1, and 5R1, and then a character pattern of "super hot" is stopped and displayed in the mini-slot pattern display area 5LCR1 as shown in Fig. 9-10(10)). A gaming machine characterized by: According to such a configuration, in a gaming machine capable of displaying a special display corresponding to a setting suggestion, a change presentation can be executed in response to the specific display being displayed in a specific area, thereby increasing the interest of the presentation.

[0017] The gaming machine of means B2 is A gaming machine of means B1, The corresponding display (active display) has a plurality of special modes (normal mode, blue mode, red mode), The effect execution means (effect control CPU 120) is capable of executing a special effect (first change effect) that changes the special aspect of the corresponding display. A gaming machine characterized by: With this configuration, the player can be made to expect the display corresponding to the special mode to change.

[0018] The gaming machine of the means B3 is A gaming machine of means B1 or B2, The effect execution means (effect control CPU 120) is capable of executing, as the change effect (second change effect), an effect that acts on the corresponding display (active display) that is the target of the change effect (as shown in Figs. 9-10(11) and (12), after an effect image is displayed indicating that the mini-slot symbol ("Super Hot") stopped and displayed in the mini-slot symbol display area 5LCR1 has jumped out of the mini-slot 16TM30 and hit the active display 16TM003, a character icon showing the same characters as the characters ("Super Hot") of the mini-slot symbol stopped and displayed in the mini-slot symbol display area 5LCR1 is added to the active display 16TM030). It is characterized by: With this configuration, the entertainment value of the transformation can be improved.

[0019] The gaming machine of means B4 is A gaming machine according to any one of the means B1 to B3, There are several types of specific displays (the first mini-slot variable display has the combination of "miss", "watermelon", "cherry" and "7-match", and the second mini-slot variable display has the combination of "no display", "CHANCE", "super hot" and "FEVER"). Depending on the type of the specific display, the aspect of the corresponding display that is the target of the change performance is determined at different rates (as shown in Figures 9-7 (K) and (L), the winning combination of the first mini-slot variable display in the expectation degree notice performance is determined to be "miss", "watermelon", "cherry", or "sevens", and depending on which winning combination is determined, the selection ratio of the display result of the second mini-slot variable display to be "no display", "CHANCE", "super hot", or "FEVER" varies. And, since the display result of the second mini-slot variable display and the aspect of the character icon added to the active display 16TM003 match, depending on which winning combination is determined for the first mini-slot variable display in the expectation degree notice performance, the ratio of the aspect of the character icon added to the active display 16TM003 varies). It is characterized by: According to such a configuration, it is possible to associate the type of specific display with the form of the corresponding display, thereby making the presentation more interesting.

[0020] The gaming machine of means B5 is Any gaming machine selected from means B1 to B4, A performance control means (performance control CPU 120) for controlling the performance is provided. The presentation control means determines whether or not to display the special display at different ratios according to a set value when the variable display (changing display) by the variable display means (game control microcomputer 100, presentation control CPU 120) is executed, and after making the determination, determines whether or not to display the specific display (as shown in FIG. 9-5, after determining whether or not to execute the first setting suggestion presentation in step S16TM2000, determines whether or not to execute the expectation prediction presentation in step S16TM2020). It is characterized by: According to such a configuration, after determining whether or not to display a special display, it is determined whether or not to display a specific display, so that appropriate performance control that prioritizes the special display is possible.

[0021] The gaming machine of means B6 is Any gaming machine selected from means B1 to B5, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decoration patterns), The display means (the performance control CPU 120, the image display device 5) can execute variable display (variable display of mini-slot symbols) of information different from the decoration identification information in a specific area (mini-slot symbol display area 5L1, 5C1, 5R1, or 5LCR1), and can display the special display (a combination of mini-slot symbols resulting in a combination of "bell"), the specific display (a combination of mini-slot symbols resulting in a combination of "watermelon", "cherry", or "7-match", or the letter symbols "CHANCE", "super hot", or "FEVER"), or a predetermined display (a combination of mini-slot symbols resulting in a combination of "miss", or a symbol "no display") in the specific area. It is characterized by: With this configuration, it is possible to increase the interest of the presentation executed in a specific area of ​​the display means.

[0022] The gaming machine of means B7 is Any gaming machine selected from means B1 to B6, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decoration patterns), The display means (performance control CPU 120) is capable of performing variable display (variable display of mini slot symbols) of information different from the decoration identification information in a specific area (mini slot symbol display area 5L1, 5C1, 5R1), When the variable display mode executed in the specific area becomes a special mode (freeze mode), the probability of being controlled to the advantageous state (jackpot game state) is higher than when the special mode (freeze mode) is not entered (as shown in FIG. 9-7(K), the winning combination when the mini-slot pattern performs a variable display of the freeze mode is "cherry (freeze)" or "7-match (freeze)", and a winning combination of "cherry" or more ("cherry" or "7-match") is confirmed, so the expectation of being controlled to the jackpot game state is higher than when the mini-slot pattern performs a variable display of the normal mode). It is characterized by: According to such a configuration, the variable display mode becomes a special mode, so that it is possible to draw the player's attention to the display means.

[0023] The gaming machine of means B8, Any gaming machine selected from means B1 to B7, There are several types of specific displays (the winning combinations are "watermelon", "cherry", and "7-match", and the display results are "no display", "CHANCE", "super hot", and "FEVER"). The rate at which the game is controlled to the advantageous state varies depending on the type of the specific display. (As shown in FIG. 9-7(K), the expectation rate at which the game is controlled to the jackpot game state increases in the order of "watermelon" < "cherry" < "sevens") It is characterized by: With this configuration, it is possible to generate interest in the type of specific display.

[0024] The gaming machine of means B9, Any gaming machine selected from means B1 to B8, A storage means (RAM 122 of the performance control board 12) for storing the display history of the special display (the cumulative number of times that a combination of mini-slot symbols with a winning combination of "bell" has stopped and displayed); and a history display means (an image display device 5 displaying the mini reel information 16TM200) capable of displaying information relating to the display history (the winning probability of the winning combination being "bell") when a predetermined condition is met (when the menu screen is being displayed and the "mini reel information" icon is selected by operating the stick controller 31A and the push button 31B). It is characterized by: With this configuration, the player can easily grasp information regarding the display history of the special display in order to guess the setting value.

[0025] The gaming machine of means B10 includes: Any gaming machine selected from means B1 to B9, The display means (performance control CPU 120) can display a special display (variation count display 16TM040) suggesting a set value in a special area (lower left corner of the screen of the image display device 5), The rate at which the special display is displayed is different from the rate at which the special display is displayed (the first setting suggestion effect is executed by a lottery every time a change is displayed, and the second setting suggestion effect is executed by a lottery every 25 times). The rate at which the setting value suggested by the special display corresponds to the setting value of the gaming machine is different from the rate at which the setting value suggested by the special display corresponds to the setting value of the gaming machine (as shown in FIG. 9-6(G), the execution rate of the first setting suggestion effect is 3% (setting value 1) to 8% (setting value 6), while as shown in FIG. 9-7(M), the execution rate of the second setting suggestion effect is 10% (setting value 1) to 20% (setting value 6). Therefore, the rate at which the setting value estimated based on the actual execution rate of the effect matches the setting value of the gaming machine is different between the first setting suggestion effect and the second setting suggestion effect). It is characterized by: With this configuration, the proportion of the suggested setting value that corresponds to the setting value of the gaming machine varies depending on whether it is a special display or a special display, so that attention can be drawn to which display suggests the setting value.

[0026] In addition, the embodiments for carrying out the invention described below include the inventions relating to the following means AA1 and onward. Conventionally, a gaming machine has been proposed that can be set to one of a plurality of setting values ​​with different advantageous degrees for the player, as shown in JP 2018-47306 A, and selects a variation pattern according to the setting value.

[0027] However, in a gaming machine that can be set to any one of a number of set values, if the set value is high, the time required until the next big win occurs is short, leading to an excessively high level of gambling, and there is a problem that sound playability cannot be realized. On the other hand, if the set value is low, the time required until the next big win occurs is long, leading to a decrease in interest.

[0028] This invention has been made in consideration of the above-mentioned situation, and aims to achieve sound playability and increase interest in a gaming machine that can be set to any one of a number of setting values.

[0029] The gaming machine of the means AA1 is A gaming machine (pachinko gaming machine 1) that can be set to one of a plurality of setting values ​​with different advantageous degrees (setting values ​​1 to 6 with different ranges of random numbers for jackpot determination), A variable display means (a microcomputer 100 for game control, a CPU 120 for performance control) capable of performing variable display (variable display); A game state control means (CPU 103) for controlling a game state; The game state control means (CPU 103) It is possible to control the game state into an advantageous state (jackpot game state) that is advantageous to the player, and a special state (high probability / high base state (probability change state), high probability / second KT state (small win RUSH state)) that is different from the advantageous state and advantageous to the player. The selection ratio of the variable display pattern (variation pattern) is common regardless of the setting value (as shown in Figure 13-6, the judgment value of the variation pattern judgment table is common regardless of the setting value), The special state (high probability / high base state (probability state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability state) until a predetermined number of special game games (50 times or 100 times) are executed, or until the jackpot game state is reached before the predetermined number of special game games are executed) and a second period after the first period (the period after the game state transitions to the high probability / high base state and a predetermined number of special game games (50 times or 100 times) are executed without entering the jackpot game state (51 times or later or 101 times or later)). In the first period, the selection rate of a variable display pattern having a variable display period longer than the predetermined period is higher than in the second period (as shown in Figures 13-6 (A1) and (C1), when the display result is "miss", in the first period [excluding the final fluctuation], the selection rate of "normal reach miss" (variable display period of 30 seconds) or "super reach miss" (variable display period of 60 seconds), which is a variable display period longer than "non-reach miss (shortened fluctuation)" (variable display period of 5 seconds), is higher than in the second period); In the second period, the selection rate of a variable display pattern having a variable display period shorter than the predetermined period is higher than in the first period (as shown in Figures 13-6 (A1) and (C1), when the display result is "miss", in the second period, the selection rate of "non-reach miss (fast fluctuation)" (variable display period of 1 second), which is a variable display period shorter than "non-reach miss (shortened fluctuation)" (variable display period of 5 seconds), is higher than in the first period [excluding final fluctuation]). A gaming machine characterized by: With this configuration, when the gaming state is in a special state, sound gaming characteristics can be achieved and interest in the game can be increased.

[0030] The gaming machine of the means AA2 is A gaming machine of means AA1, A performance control means (performance control CPU 120) for controlling the performance is provided. The game state control means (CPU 103) is capable of controlling the game state to a predetermined state (low probability / high base state (time-saving state)) which is different from the special state (high probability / high base state (probability change state)) and is advantageous to the player, The presentation control means is capable of executing a common presentation in the predetermined state and the first period (as shown in Fig. 13-4 (B1) and (C1), in the case where the game state is controlled to a low probability / low base state (time-shortening state) after the end of a big win game, the presentation control CPU 120 controls the presentation mode to chance time in the first period in either game state in which the game state is controlled to a high probability / high base state (probability change state), so that a common "evening image" is displayed as the background image of the decorative pattern, and the common "chance time" characters are displayed at the top of the screen). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0031] The gaming machine of the means AA3 is A gaming machine of means AA1 or AA2, A performance control means (performance control CPU 120) for controlling the performance is provided. The presentation control means is capable of executing a suggestive presentation suggesting a transition from the first period to the second period (as shown in Fig. 13-13(1) and (5) to (7), in the first period [final variation] (the 50th special game after the variation display result of the first special pattern becomes "big win", or the 100th special game after the variation display result of the second special pattern becomes "big win"), the presentation control CPU 120 executes a continuation challenge presentation suggesting a transition from the first period to the second period (continuation of the high base state of the game state)). A gaming machine characterized by: With this configuration, it is possible to increase interest in the game during the first period.

[0032] The gaming machine of the means AA4 is A gaming machine according to any one of means AA1 to AA3, The gaming state control means (CPU 103) is capable of controlling the gaming state to a special state (small win gaming state) which is different from the advantageous state and is advantageous to the player, The special state is a game state in which game value is likely to be awarded due to the special state (the high probability / second KT state (small hit RUSH state) is controlled to a state in which small hits are likely to occur, and by controlling it to a low base state, the opening time of the variable winning ball device is shortened, making it easier for game balls to win the special variable winning ball device). A gaming machine characterized by: This configuration can increase the excitement of playing in special situations.

[0033] The gaming machine of the means AA5, A gaming machine according to any one of means AA1 to AA4, The game state control means (CPU 103) After the advantageous state (big win game state) ends, the game state can be controlled to a predetermined state (high probability / first KT state (high probability state)) that is advantageous to the player and different from the special state (high probability / second KT state (small win RUSH state)), The special state can be controlled in response to a predetermined number of variable displays being executed in the predetermined state (after the end of the big win game, the state transitions to a high probability / first KT state (probability change state), and if the next big win does not occur after 100 variable displays, a continuation challenge performance is executed at the 100th variable display, and the state transitions to a high probability / second KT state (small win RUSH state) from the 101st variable display). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0034] The gaming machine according to the means AA6, A gaming machine according to any one of means AA1 to AA4, The game state control means (CPU 103) After the advantageous state (big win game state) ends, the game state can be controlled to a predetermined state (high probability / first KT state (high probability state)) that is advantageous to the player and different from the special state (high probability / second KT state (small win RUSH state)), In the predetermined state, the special state can be controlled in response to a predetermined number of times of control to a special state that is different from the advantageous state and is advantageous to the player (after the end of the big win game, the state transitions to a high probability / first KT state (probability change state), and if the next big win does not occur in the variable display until the number of small wins reaches 50, a continuation challenge performance of a successful mode is executed in the variable display where the number of small wins has occurred 50 times, and the state transitions to a high probability / second KT state (small win RUSH state) from the next or subsequent variable display after the variable display where the number of small wins has occurred 50 times). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0035] The gaming machine according to the means AA7, A gaming machine according to any one of means AA1 to AA6, A performance control means (performance control CPU 120) for controlling the performance is provided. The performance control means (performance control CPU 120) is capable of executing a special performance (first setting suggestion performance, second setting suggestion performance) that suggests a setting value, The execution rate of the special effect in the first period is different from the execution rate of the special effect in the second period (in the first period, whether or not to execute the first setting suggestion effect is determined for each variable display, so the execution rate of the first setting suggestion effect for each variable display is 10%. On the other hand, in the second period, whether or not to execute the first setting suggestion effect is determined only in the final variable of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable of the second period is 10%) A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0036] The gaming machine of the means AA8, A gaming machine according to any one of means AA1 to AA7, A performance control means (performance control CPU 120) for controlling the performance is provided. The performance control means (performance control CPU 120) is capable of executing a plurality of types of special performances (first setting suggestion performance, second setting suggestion performance) as special performances suggesting a setting value, The type of special effect that can be executed in the first period is different from the type of special effect that can be executed in the second period (when the game state is a high probability / high base state [first period] (YES in step S21TM1000), it is determined in step S21TM1010 whether to execute the first setting suggestion effect, and it is determined in step S21TM1050 whether to execute the second setting suggestion effect. On the other hand, as shown in FIG. 13-9, when the game state is a high probability / high base state [second period] (YES in step S21TM1060), it is determined in step S21TM1080 whether to execute the first setting suggestion effect). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0037] The gaming machine of the means AA9, A gaming machine according to any one of means AA1 to AA8, A performance control means (performance control CPU 120) for controlling the performance; A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (holding display, active display) corresponding to the variable display (variable display), The performance control means is capable of executing a change performance that changes the display mode of the corresponding display (the performance control CPU 120 is capable of executing a change performance that changes the display mode of the pending display or the active display), The execution rate of the change performance in the first period is different from the execution rate of the change performance in the second period (the execution rate of the change performance is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0038] The gaming machine of the means AA10, A gaming machine according to any one of means AA1 to AA9, A performance control means (performance control CPU 120) for controlling the performance; A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (holding display, active display) corresponding to the variable display (variable display), The performance control means is capable of executing an action performance acting on the corresponding display (the performance control CPU 120 is capable of executing an action performance acting on a reserved display or an active display), The execution rate of the action effect in the first period is different from the execution rate of the action effect in the second period (the execution rate of the action effect is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0039] The gaming machine according to the means AA11, A gaming machine according to any one of means AA1 to AA10, A performance control means (performance control CPU 120) for controlling the performance; and a determination means (CPU 103) for determining whether or not the game is controlled to the advantageous state (jackpot game state) before a variable display (variable display) is executed, The performance control means is capable of executing a notice performance based on the judgment by the judgment means (the performance control CPU 120 is capable of executing a pre-reading notice performance that predicts the probability of a jackpot in a variable display before execution (a variable display whose execution is pending)), The execution rate of the preview performance in the first period is different from the execution rate of the preview performance in the second period (the execution rate of the pre-read preview performance is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0040] Also, as shown in JP 2018-47306 A (FIG. 19), a gaming machine has been proposed that can be set to any one of a plurality of setting values ​​with different advantageous degrees for a player, and that selects a variation pattern according to the setting value. In a gaming machine that can be set to any one of a plurality of setting values ​​as described in JP 2018-47306 A (FIG. 19), there is room to improve the interest when the gaming machine is controlled to a state advantageous to a player. The inventions according to means BB1 to BB11 have been made in consideration of the above-mentioned actual situation, and aim to improve the interest when the gaming machine is controlled to a state advantageous to a player, in a gaming machine that can be set to any one of a plurality of setting values.

[0041] The gaming machine of the means BB1, A gaming machine (pachinko gaming machine 1) that can be set to one of a plurality of setting values ​​with different advantageous degrees (setting values ​​1 to 6 with different ranges of random numbers for jackpot determination), A variable display means (a microcomputer 100 for game control, a CPU 120 for performance control) capable of performing variable display (variable display); A game state control means (CPU 103) for controlling a game state; A performance control means (performance control CPU 120) for controlling the performance, The game state control means (CPU 103) It is possible to control the game state into an advantageous state (jackpot game state) that is advantageous to the player, and a special state (high probability / high base state (probability change state), high probability / second KT state (small win RUSH state)) that is different from the advantageous state and advantageous to the player. The selection ratio of the variable display pattern (variation pattern) is common regardless of the setting value (as shown in Figure 13-6, the judgment value of the variation pattern judgment table is common regardless of the setting value), The special state (high probability / high base state (probability state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability state) until a predetermined number of special game games (50 times or 100 times) are executed, or until the jackpot game state is reached before the predetermined number of special game games are executed) and a second period after the first period (the period after the game state transitions to the high probability / high base state and a predetermined number of special game games (50 times or 100 times) are executed without entering the jackpot game state (51 times or later or 101 times or later)). The presentation control means is capable of executing a specific presentation for notifying whether or not the advantageous state has been reached (in a variation pattern involving a super reach ("super reach miss", "super reach jackpot"), the presentation control CPU 120 executes a battle presentation for notifying whether or not a jackpot has been won by having a battle between an ally character and an enemy character after the reach state has been reached), The execution rate of the specific performance in the first period is higher than the execution rate of the specific performance in the second period (when the fluctuation display result is "miss", as shown in FIG. 13-6(A1), the rate at which "Super Reach Miss" is selected as the fluctuation pattern in the first period [excluding the final fluctuation] is [10%], whereas as shown in FIG. 13-6(C1), the rate at which "Super Reach Miss" is selected as the fluctuation pattern in the second period is [0%]). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game when the game state is in a special state.

[0042] The gaming machine of the means BB2, A gaming machine of means BB1, The game state control means (CPU 103) is capable of controlling the game state to a predetermined state (low probability / high base state (time-saving state)) which is different from the special state (high probability / high base state (probability change state)) and is advantageous to the player, The presentation control means is capable of executing a common presentation in the predetermined state and the first period (as shown in Fig. 13-4 (B1) and (C1), in the case where the game state is controlled to a low probability / low base state (time-shortening state) after the end of a big win game, the presentation control CPU 120 controls the presentation mode to chance time in the first period in either game state in which the game state is controlled to a high probability / high base state (probability change state), so that a common "evening image" is displayed as the background image of the decorative pattern, and the common "chance time" characters are displayed at the top of the screen). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0043] The gaming machine of the means BB3 is A gaming machine of means BB1 or means BB2, The presentation control means is capable of executing a suggestive presentation suggesting a transition from the first period to the second period (as shown in Fig. 13-13(1) and (5) to (7), in the first period [final variation] (the 50th special game after the variation display result of the first special pattern becomes "big win", or the 100th special game after the variation display result of the second special pattern becomes "big win"), the presentation control CPU 120 executes a continuation challenge presentation suggesting a transition from the first period to the second period (continuation of the high base state of the game state)). A gaming machine characterized by: With this configuration, it is possible to increase interest in the game during the first period.

[0044] The gaming machine of the means BB4, A gaming machine according to any one of means BB1 to BB3, The gaming state control means (CPU 103) is capable of controlling the gaming state to a special state (small win gaming state) which is different from the advantageous state and is advantageous to the player, The special state is a game state in which game value is likely to be awarded due to the special state (the high probability / second KT state (small hit RUSH state) is controlled to a state in which small hits are likely to occur, and by controlling it to a low base state, the opening time of the variable winning ball device is shortened, making it easier for game balls to win the special variable winning ball device). A gaming machine characterized by: This configuration can increase the excitement of playing in special situations.

[0045] The gaming machine of the means BB5, A gaming machine according to any one of means BB1 to BB4, The game state control means (CPU 103) After the advantageous state (big win game state) ends, the game state can be controlled to a predetermined state (high probability / first KT state (high probability state)) that is advantageous to the player and different from the special state (high probability / second KT state (small win RUSH state)), The special state can be controlled in response to a predetermined number of variable displays being executed in the predetermined state (after the end of the big win game, the state transitions to a high probability / first KT state (probability change state), and if the next big win does not occur after 100 variable displays, a continuation challenge performance is executed at the 100th variable display, and the state transitions to a high probability / second KT state (small win RUSH state) from the 101st variable display). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0046] The gaming machine according to the means BB6, A gaming machine according to any one of means BB1 to BB4, The game state control means (CPU 103) After the advantageous state (big win game state) ends, the game state can be controlled to a predetermined state (high probability / first KT state (high probability state)) that is advantageous to the player and different from the special state (high probability / second KT state (small win RUSH state)), In the predetermined state, the special state can be controlled in response to a predetermined number of times of control to a special state that is different from the advantageous state and is advantageous to the player (after the end of the big win game, the state transitions to a high probability / first KT state (probability change state), and if the next big win does not occur in the variable display until the number of small wins reaches 50, a continuation challenge performance of a successful mode is executed in the variable display where the number of small wins has occurred 50 times, and the state transitions to a high probability / second KT state (small win RUSH state) from the next or subsequent variable display after the variable display where the number of small wins has occurred 50 times). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0047] The gaming machine of the means BB7, A gaming machine according to any one of means BB1 to BB6, The performance control means (performance control CPU 120) is capable of executing a special performance (first setting suggestion performance, second setting suggestion performance) that suggests a setting value, The execution rate of the special effect in the first period is different from the execution rate of the special effect in the second period (in the first period, whether or not to execute the first setting suggestion effect is determined for each variable display, so the execution rate of the first setting suggestion effect for each variable display is 10%. On the other hand, in the second period, whether or not to execute the first setting suggestion effect is determined only in the final variable of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable of the second period is 10%) A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0048] The gaming machine of the means BB8, A gaming machine according to any one of means BB1 to BB7, The performance control means (performance control CPU 120) is capable of executing a plurality of types of special performances (first setting suggestion performance, second setting suggestion performance) as special performances suggesting a setting value, The type of special effect that can be executed in the first period is different from the type of special effect that can be executed in the second period (when the game state is a high probability / high base state [first period] (YES in step S21TM1000), it is determined in step S21TM1010 whether to execute the first setting suggestion effect, and it is determined in step S21TM1050 whether to execute the second setting suggestion effect. On the other hand, as shown in FIG. 13-9, when the game state is a high probability / high base state [second period] (YES in step S21TM1060), it is determined in step S21TM1080 whether to execute the first setting suggestion effect). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0049] The gaming machine of the means BB9, A gaming machine according to any one of means BB1 to BB8, A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (holding display, active display) corresponding to a variable display (variable display), The performance control means is capable of executing a change performance that changes the display mode of the corresponding display (the performance control CPU 120 is capable of executing a change performance that changes the display mode of the pending display or the active display), The execution rate of the change performance in the first period is different from the execution rate of the change performance in the second period (the execution rate of the change performance is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0050] The gaming machine of the means BB10 comprises: A gaming machine according to any one of means BB1 to BB9, A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (holding display, active display) corresponding to a variable display (variable display), The performance control means is capable of executing an action performance acting on the corresponding display (the performance control CPU 120 is capable of executing an action performance acting on a reserved display or an active display), The execution rate of the action effect in the first period is different from the execution rate of the action effect in the second period (the execution rate of the action effect is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0051] The gaming machine of the means BB11, A gaming machine according to any one of means BB1 to BB10, A determination means (CPU 103) is provided for determining whether or not the advantageous state (jackpot game state) is to be controlled before a variable display (variable display) is executed, The performance control means is capable of executing a notice performance based on the judgment by the judgment means (the performance control CPU 120 is capable of executing a pre-reading notice performance that predicts the probability of a jackpot in a variable display before execution (a variable display whose execution is pending)), The execution rate of the preview performance in the first period is different from the execution rate of the preview performance in the second period (the execution rate of the pre-read preview performance is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0052] Also, as shown in JP2018-47306A (FIG. 19), a gaming machine has been proposed that can set a setting value among a plurality of setting values ​​with different advantageous degrees for a player and executes a performance suggesting the setting value. For a gaming machine such as that described in JP2018-47306A (FIG. 19), there is room to improve the interest of the performance regarding the suggestion of the setting. The inventions according to means C1 to C11 have been made in consideration of the above-mentioned actual situation, and aim to improve the interest of the performance regarding the suggestion of the setting.

[0053] The gaming machine of the means C1 is A gaming machine (pachinko gaming machine 1) that can be set to one of a plurality of setting values ​​with different advantageous degrees (setting values ​​1 to 6 with different ranges of random numbers for jackpot determination), A variable display means (a microcomputer 100 for game control, a CPU 120 for performance control) capable of performing variable display (variable display); A game state control means (CPU 103) for controlling a game state; A presentation control means (presentation control CPU 120) capable of executing special presentations (first setting suggestion presentation, second setting suggestion presentation) related to setting suggestions; The game state control means (CPU 103) It is possible to control the game state into an advantageous state (jackpot game state) that is advantageous to the player, and a special state (high probability / high base state (probability change state), high probability / second KT state (small win RUSH state)) that is different from the advantageous state and advantageous to the player. The selection ratio of the variable display pattern (variation pattern) is common regardless of the setting value (as shown in Figure 13-6, the judgment value of the variation pattern judgment table is common regardless of the setting value), The special state (high probability / high base state (probability state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability state) until a predetermined number of special game games (50 times or 100 times) are executed, or until the jackpot game state is reached before the predetermined number of special game games are executed) and a second period after the first period (the period after the game state transitions to the high probability / high base state and a predetermined number of special game games (50 times or 100 times) are executed without entering the jackpot game state (51 times or later or 101 times or later)). The selection rate of a specific variable display pattern is different between the first period and the second period (when the variable display result is "miss", as shown in Figs. 13-6 (A1) and (C1), the selection rate of a variable pattern accompanied by a super reach ("super reach miss") in the first period is higher than the selection rate of a variable pattern accompanied by a super reach ("super reach miss") in the second period); The execution rate of the special effect is different between the first period and the second period (in the first period, whether or not to execute the first setting suggestion effect is determined for each variable display, so the execution rate of the first setting suggestion effect for each variable display is 10%. On the other hand, in the second period, whether or not to execute the first setting suggestion effect is determined only in the final variable of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable of the second period is 10%) A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0054] The gaming machine of the means C2 is A gaming machine of means C1, The game state control means (CPU 103) is capable of controlling the game state to a predetermined state (low probability / high base state (time-saving state)) which is different from the special state (high probability / high base state (probability change state)) and is advantageous to the player, The presentation control means is capable of executing a common presentation in the predetermined state and the first period (as shown in Fig. 13-4 (B1) and (C1), in the case where the game state is controlled to a low probability / low base state (time-shortening state) after the end of a big win game, the presentation control CPU 120 controls the presentation mode to chance time in the first period in either game state in which the game state is controlled to a high probability / high base state (probability change state), so that a common "evening image" is displayed as the background image of the decorative pattern, and the common "chance time" characters are displayed at the top of the screen). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0055] The gaming machine of the means C3 is A gaming machine of means C1 or C2, The presentation control means is capable of executing a suggestive presentation suggesting a transition from the first period to the second period (as shown in Fig. 13-13(1) and (5) to (7), in the first period [final variation] (the 50th special game after the variation display result of the first special pattern becomes "big win", or the 100th special game after the variation display result of the second special pattern becomes "big win"), the presentation control CPU 120 executes a continuation challenge presentation suggesting a transition from the first period to the second period (continuation of the high base state of the game state)). A gaming machine characterized by: With this configuration, it is possible to increase interest in the game during the first period.

[0056] The gaming machine of means C4 is A gaming machine according to any one of means C1 to C3, The gaming state control means (CPU 103) is capable of controlling the gaming state to a special state (small win gaming state) which is different from the advantageous state and is advantageous to the player, The special state is a game state in which game value is likely to be awarded due to the special state (the high probability / second KT state (small hit RUSH state) is controlled to a state in which small hits are likely to occur, and by controlling it to a low base state, the opening time of the variable winning ball device is shortened, making it easier for game balls to win the special variable winning ball device). A gaming machine characterized by: This configuration can increase the excitement of playing in special situations.

[0057] The gaming machine of means C5 is A gaming machine according to any one of means C1 to C4, The game state control means (CPU 103) After the advantageous state (big win game state) ends, the game state can be controlled to a predetermined state (high probability / first KT state (high probability state)) that is advantageous to the player and different from the special state (high probability / second KT state (small win RUSH state)), The special state can be controlled in response to a predetermined number of variable displays being executed in the predetermined state (after the end of the big win game, the state transitions to a high probability / first KT state (probability change state), and if the next big win does not occur after 100 variable displays, a continuation challenge performance is executed at the 100th variable display, and the state transitions to a high probability / second KT state (small win RUSH state) from the 101st variable display). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0058] The gaming machine of means C6 is A gaming machine according to any one of means C1 to C4, The game state control means (CPU 103) After the advantageous state (big win game state) ends, the game state can be controlled to a predetermined state (high probability / first KT state (high probability state)) that is advantageous to the player and different from the special state (high probability / second KT state (small win RUSH state)), In the predetermined state, the special state can be controlled in response to a predetermined number of times of control to a special state that is different from the advantageous state and is advantageous to the player (after the end of the big win game, the state transitions to a high probability / first KT state (probability change state), and if the next big win does not occur in the variable display until the number of small wins reaches 50, a continuation challenge performance of a successful mode is executed in the variable display where the number of small wins has occurred 50 times, and the state transitions to a high probability / second KT state (small win RUSH state) from the next or subsequent variable display after the variable display where the number of small wins has occurred 50 times). A gaming machine characterized by: According to such a configuration, it is possible to increase the interest in the game when the game state is in a predetermined state.

[0059] The gaming machine of means C7 is A gaming machine according to any one of means C1 to C6, The execution rate of the special effect in the first period is different from the execution rate of the special effect in the second period (in the first period, whether or not to execute the first setting suggestion effect is determined for each variable display, so the execution rate of the first setting suggestion effect for each variable display is 10%. On the other hand, in the second period, whether or not to execute the first setting suggestion effect is determined only in the final variable of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable of the second period is 10%) A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0060] The gaming machine of means C8 is A gaming machine according to any one of means C1 to C7, The performance control means (performance control CPU 120) is capable of executing a plurality of types of special performances (first setting suggestion performance, second setting suggestion performance), The type of special effect that can be executed in the first period is different from the type of special effect that can be executed in the second period (when the game state is a high probability / high base state [first period] (YES in step S21TM1000), it is determined in step S21TM1010 whether to execute the first setting suggestion effect, and it is determined in step S21TM1050 whether to execute the second setting suggestion effect. On the other hand, as shown in FIG. 13-9, when the game state is a high probability / high base state [second period] (YES in step S21TM1060), it is determined in step S21TM1080 whether to execute the first setting suggestion effect). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0061] The gaming machine of the means C9, A gaming machine according to any one of means C1 to C8, A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (holding display, active display) corresponding to a variable display (variable display), The performance control means is capable of executing a change performance that changes the display mode of the corresponding display (the performance control CPU 120 is capable of executing a change performance that changes the display mode of the pending display or the active display), The execution rate of the change performance in the first period is different from the execution rate of the change performance in the second period (the execution rate of the change performance is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0062] The gaming machine of the means C10 includes: A gaming machine according to any one of means C1 to C9, A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (holding display, active display) corresponding to a variable display (variable display), The performance control means is capable of executing an action performance acting on the corresponding display (the performance control CPU 120 is capable of executing an action performance acting on a reserved display or an active display), The execution rate of the action effect in the first period is different from the execution rate of the action effect in the second period (the execution rate of the action effect is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0063] The gaming machine of means C11 comprises: A gaming machine according to any one of means C1 to C10, A determination means (CPU 103) is provided for determining whether or not the advantageous state (jackpot game state) is to be controlled before a variable display (variable display) is executed, The performance control means is capable of executing a notice performance based on the judgment by the judgment means (the performance control CPU 120 is capable of executing a pre-reading notice performance that predicts the probability of a jackpot in a variable display before execution (a variable display whose execution is pending)), The execution rate of the preview performance in the first period is different from the execution rate of the preview performance in the second period (the execution rate of the pre-read preview performance is higher in the first period than in the second period). A gaming machine characterized by: With this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0064] Some conventional gaming machines can change the probability that the variable display result will be a jackpot (probability of being controlled to an advantageous state) by changing the setting value (see, for example, JP 2010-200902 A). The gaming machine in JP 2010-200902 A, for example, is provided with a random number value generating means for generating a random number value for determining whether or not to control to an advantageous state within a predetermined numerical range, and determines whether or not to control to an advantageous state based on the random number value for determination generated by the random number value generating means and an advantageous state determination value corresponding to the setting value set in the gaming machine, and it is considered that the probability of controlling to an advantageous state is changed by changing the number of advantageous state determination values ​​for each setting value set in the gaming machine. However, when the number of advantageous state determination values ​​is changed for each setting value set in the gaming machine in this way, if the advantageous state determination value is set over a plurality of numerical ranges, it is necessary to execute a plurality of determinations as to whether or not the random number value for determination matches the advantageous state determination value, resulting in a problem that the processing load for determining whether or not to control to an advantageous state becomes large. The inventions relating to means 1 to 21 have been made with a focus on such problems, and aim to provide a gaming machine that can reduce the processing load of determining whether or not to control to an advantageous state.

[0065] The gaming machine according to the first aspect of the present invention comprises: A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is favorable to a player, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means for determining whether or not to control the game to the advantageous state (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control the game to the advantageous state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes a special symbol process shown in FIG. 5) capable of controlling to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The common numerical range and the non-common numerical range are set to be continuous numerical ranges from a predetermined reference value (for example, as shown in Figures 10-17 and 10-18, the numerical range of the jackpot is set as a continuous numerical range with 1020 as the jackpot reference value regardless of whether it is in a normal state or a special state). It is characterized by the following. According to this feature, the processing load for determining whether or not to control to an advantageous state can be reduced.

[0066] The gaming machine of the second aspect is the gaming machine according to the first aspect, A storage means (e.g., RAM 102) capable of storing setting value information capable of identifying the setting value set by the setting means, The advantageous state determination means reads out the setting value information stored in the storage means each time it determines whether or not to control to the advantageous state (for example, the part where the CPU 103 executes the processing of 207SGS550 of the normal processing of the special symbol shown in FIG. 10-41), and sets the advantageous state determination value included in the non-common numerical range corresponding to the setting value specified from the read setting value information, together with the advantageous state determination value included in the common numerical range, as the advantageous state determination value for determining whether or not the random number value for determination generated by the random number value generation means for determination matches (for example, the part where the CPU 103 sets the display result determination table according to the setting value read out in the processing of 207SG550 in the processing of 207SG556 of the normal processing of the special symbol shown in FIG. 10-41). It is characterized by the following. According to this feature, the advantageous state judgment value corresponding to the set value is repeatedly set each time the advantageous state judgment means judges whether or not to control to an advantageous state, thereby preventing an inappropriate judgment from being made due to an inappropriate advantageous state judgment value.

[0067] The gaming machine of the third means is the gaming machine according to the second means, The storage means can store the setting value information read from the storage means by the advantageous state determination means as used setting value information (for example, the part where the CPU 103 updates and stores the setting value set in the processing of 207SGS550 as the used setting value in the processing of 207SGS566 of the normal processing of the special symbol shown in FIG. 10-41), The device further includes a comparison means for comparing, at predetermined intervals, whether the setting value information stored in the storage means is the same as the judgment-used setting value information stored in the immediately preceding judgment by the advantageous state judgment means (for example, a part for comparing the setting value specified in the processing of 207SGS550 with the judgment-used setting value in the processing of 207SGS552 shown in FIG. 10-41 by the CPU103). It is characterized by the following. According to this feature, it is possible to identify that an inappropriate advantageous state judgment value has been set due to inappropriate setting value information.

[0068] The gaming machine of the fourth aspect is the gaming machine according to the third aspect, The collation means performs collation as the predetermined period each time the advantageous state determination means determines whether or not to control to the advantageous state (for example, as shown in FIG. 10-41, a part that executes the process of 207SGS552 each time CPU103 executes variable display). It is characterized by the following. According to this feature, a comparison is performed each time the advantageous state determination means determines whether or not to control to an advantageous state, so that it is possible to more accurately identify whether an inappropriate advantageous state determination value has been set.

[0069] The gaming machine of the fifth aspect is the gaming machine according to the third or fourth aspect, The comparison means includes an error notification means capable of executing an error notification that the setting value information is abnormal when the comparison result of the comparison means is not the same (for example, a part that displays a notification image 207SG005M4 corresponding to an error on the image display device 5 by causing the performance control CPU 120 to execute an error notification process (207SGS439)). It is characterized by the following. According to this feature, it is possible to make those around the gaming machine aware that the setting value information is abnormal, and the abnormal setting value information can be dealt with quickly.

[0070] The gaming machine of the sixth means is the gaming machine according to the fifth means, The game control means controls the game to an unplayable state in which the game is not possible when the result of the comparison by the comparison means indicates that the game is not identical, and outputs error notification information indicating that the setting value information is abnormal to the error notification means (for example, as shown in FIG. 10-41, when the CPU 103 determines that the setting value and the used setting value do not match as a result of the comparison by 207SGS 552, a part that transitions to a loop process and a part that executes the process of 207SGS 554 and transmits an error designation command to the performance control board 12), The error notification means is capable of executing the error notification based on the error notification information being output by the game control means (for example, the performance control CPU 120 is a part that determines whether or not an error designation command has been received from the CPU 103 in the error notification process (207SGS439), and executes an error notification according to the received error designation command when an error designation command has been received). It is characterized by the following. According to this feature, it is possible to prevent an inappropriate game from being executed due to a judgment based on inappropriate setting value information.

[0071] The gaming machine of the seventh aspect is a gaming machine according to any one of the first to sixth aspects, A gaming machine capable of performing variable display (for example, a pachinko gaming machine 1), The advantageous state determination means determines whether or not to control to the advantageous state for each variable display (for example, as shown in FIG. 10-41, a part that determines the variable display result using a variable display result determination module each time the CPU 103 executes the variable display); A reserve memory means for storing the random number value for judgment generated by the random number value generating means as a reserve memory when the execution condition for the variable display is satisfied (for example, a part where the CPU 103 executes the process of 207SGS510 in the start winning determination process in FIG. 10-39); A pre-determination means for determining in advance whether or not it is determined that the game will be controlled to the advantageous state based on a reserved memory before the determination by the advantageous state determination means (for example, a portion where the CPU 103 executes the random number value determination process at the time of winning shown in FIG. 10-40); Further comprising: The advance judgment means performs the advance judgment by executing a process common to the process for the advantageous state judgment means to judge whether or not to control to the advantageous state (for example, a part in which the CPU 103 judges the variable display result using a variable display result judgment module even in the winning random number value judgment process). It is characterized by the following. According to this feature, a part of the processing of the advantageous state determination means and the advance determination means can be shared, thereby reducing the processing load.

[0072] The gaming machine of the eighth aspect is a gaming machine according to any one of the first to seventh aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a special state (e.g., a small win gaming state) that is more disadvantageous to a player than the advantageous state, A storage means (e.g., RAM 102) capable of storing setting value information capable of identifying the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; Further comprising: The game control means is capable of controlling to the special state based on the fact that the special state determination means has determined that the game should be controlled to the special state (for example, a part that updates the value of the special chart process flag to 8 "based on the fact that the variable display result is a small win, and controls to a small win game state), The special state determination value is set to the same number in a range different from the common numerical range and the non-common numerical range so as to be a continuous common numerical range from a special reference value different from the predetermined reference value, regardless of the set value set by the setting means (for example, as shown in FIG. 10-17, regardless of the set value, 32767 is set as the small hit reference value, and the range from 32767 to 33094 is set as the common numerical range of the small hit determination value); The special state determination means determines whether or not to control to the special state by the special state determination value included in the common numerical range regardless of the setting value set by the setting means, and reads out the setting value information stored in the storage means each time the determination is made, and sets the special state determination value included in the common numerical range corresponding to the setting value specified from the read setting value information (for example, as shown in Figures 10-17 to 10-20, when the variable special pattern is the first special pattern, the numerical range of the small hit determination value is in the range of 32767 to 33094 regardless of the setting value, and when the variable special pattern is the second special pattern, the numerical range of the small hit determination value is in the range of 32767 to 33421 regardless of the setting value, but the CPU 103 always reads out the setting value from the RAM 102 when executing the variable display, sets the display result determination table according to the read setting value, and determines whether or not the variable display result is a small hit). It is characterized by the following. According to this feature, the processing load for determining whether or not to control to a special state can be reduced, and when the advantageous state determination means sets an advantageous state determination value corresponding to a setting value identified from the setting value information, the processing for setting the advantageous state determination value and the special state determination value corresponding to the setting values ​​identified from the setting value information can be standardized, thereby reducing the capacity of the processing program.

[0073] The gaming machine of the ninth aspect is the gaming machine according to any one of the first to eighth aspects, For the setting value with the lowest probability of being controlled to the advantageous state, the non-common numerical range of the advantageous state determination value is not set (for example, as shown in Figs. 10-17 to 10-20, when the setting value set in the pachinko game machine 1 is 1, the non-common numerical range of the jackpot determination value is not set). It is characterized by the following. According to this feature, for the setting value that is most unfavorable to the player, it is only necessary to determine whether or not to control it to an advantageous state by targeting only the common numerical range among the common numerical range and the non-common numerical range, thereby reducing the processing load for determining whether or not to control it to an advantageous state.

[0074] The gaming machine of the tenth aspect is a gaming machine according to any one of the first to ninth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is favorable to a player, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means for determining whether or not to control to the advantageous state (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes a special symbol process shown in FIG. 5) capable of controlling to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The common numerical range and the non-common numerical range are set to be continuous numerical ranges from a predetermined reference value (for example, as shown in Figures 10-17 and 10-18, the numerical range of the jackpot is set as a continuous numerical range with 1020 as the jackpot reference value regardless of whether it is in a normal state or a special state). It is characterized by the following. According to this feature, the processing load for determining whether or not to control to an advantageous state can be reduced. Furthermore, for example, if the common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random number value generated by the judgment random number value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from a predetermined reference value, so the advantageous state judgment means only needs to perform a judgment as to whether or not to control to an advantageous state once based on the judgment random number value generated by the judgment random number value generation means and a continuous numerical range including the common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for determining whether or not to control to an advantageous state.

[0075] The gaming machine of the eleventh aspect is a gaming machine according to any one of the first to tenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is favorable to a player, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can control to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled, and the probability of determining that the advantageous state should be controlled is a normal state corresponding to a normal number that is the number of advantageous state determination values ​​corresponding to a set value, or a special state corresponding to a special number that is the number of advantageous state determination values ​​increased with respect to the normal number based on the advantageous state being reached; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The common numerical range and the non-common numerical range are set to be continuous numerical ranges from a predetermined reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value). The advantageous state determination value is set to be a continuous numerical range from the predetermined reference value, regardless of whether the state is the normal state or the special state, in the predetermined numerical range (for example, as shown in Figures 10-17 and 10-18, the numerical range of the jackpot is set as a continuous numerical range with 1020 as the jackpot reference value, regardless of whether the state is the normal state or the special state). It is characterized by the following. According to this feature, the processing load for determining whether or not to control to an advantageous state can be reduced. Furthermore, for example, if the common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random number value generated by the judgment random number value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from a predetermined reference value, so the advantageous state judgment means only needs to perform a judgment as to whether or not to control to an advantageous state once based on the judgment random number value generated by the judgment random number value generation means and a continuous numerical range including the common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for determining whether or not to control to an advantageous state. In addition, for example, when determining whether to control to an advantageous state based on whether the random number value for judgment generated by the random number value generation means for judgment is a value between the minimum and maximum values ​​of the advantageous state judgment value (whether the random number value for judgment is a value within the numerical range of the advantageous state judgment value), one of the minimum and maximum values ​​of the advantageous state judgment value becomes a predetermined reference value, so the advantageous state judgment means can determine whether to control to an advantageous state by simply identifying the value between the minimum and maximum values ​​that is not the predetermined reference value depending on whether the state is normal or special, thereby reducing the processing load for determining whether to control to an advantageous state.

[0076] The gaming machine of the means 12 is the gaming machine according to any one of the means 1 to 11, A gaming machine (e.g., a pachinko gaming machine 1) capable of variably displaying first identification information (e.g., a first special symbol) and variably displaying second identification information (e.g., a second special symbol), and capable of being controlled to an advantageous state (e.g., a big win gaming state) that is advantageous to a player and a special state (e.g., a small win gaming state) that is less advantageous to the player than the advantageous state, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can be controlled to the advantageous state when it is determined by the advantageous state determination means that the game should be controlled to the advantageous state, and can be controlled to the special state when it is determined by the special state determination means that the game should be controlled to the special state; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a first common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the first common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The first common numerical range and the non-common numerical range are set to be continuous numerical ranges from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), As the special state determination value, regardless of the set value set by the setting means, the same number is set so as to be a continuous second common numerical range from a second reference value different from the first reference value in a range different from the first common numerical range and the non-common numerical range (for example, as shown in FIG. 10-17, regardless of the set value, 32767 is set as the small hit reference value and the range from 32767 to 33094 is set as the common numerical range of the small hit determination value). The special state determination means, when executing the variable display of the first identification information, determines whether or not to control to the special state with a first special state determination value corresponding to the variable display of the first identification information (for example, as shown in Figs. 10-17 and 10-18, when the variable special chart is the first special pattern, a portion that determines whether or not to control to the small win game state with 328 determination values ​​included in the numerical range of the small win determination value), and when executing the variable display of the second identification information, determines whether or not to control to the special state with a second special state determination value corresponding to the variable display of the second identification information (for example, as shown in Figs. 10-19 and 10-20, when the variable special chart is the first special pattern, a portion that determines whether or not to control to the small win game state with 655 determination values ​​included in the numerical range of the small win determination value), The number of the first special state determination value and the second special state determination value are different, but are set to be a continuous numerical range from the common second reference value (for example, as shown in Figs. 10-17 to 10-20, when the variable special pattern is the first special pattern, the number of determination values ​​included in the numerical range of the small hit determination value is 328, and when the variable special pattern is the second special pattern, the number of determination values ​​included in the numerical range of the small hit determination value is 655, but the numerical range of the small hit determination value is set to the common value 32767 as the small hit reference value regardless of the variable special pattern). It is characterized by the following. According to this feature, it is possible to reduce the processing load for determining whether or not to control to an advantageous state, and the processing load for determining whether or not to control to a special state. Furthermore, for example, if the first common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the first common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from the first reference value, so the advantageous state judgment means only needs to perform a judgment once as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and a continuous numerical range including the first common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to an advantageous state. In addition, for example, when determining whether to control to a special state based on whether the random number value for judgment generated by the random number value generation means for judgment is a value between the minimum and maximum values ​​of the special state judgment value (whether the random number value for judgment is a value within the numerical range of the special state judgment value), one of the minimum and maximum values ​​of the special state judgment value becomes the second reference value, so the special state judgment means can determine whether to control to a special state by simply identifying the value between the minimum and maximum values ​​that is not the second reference value according to the special fluctuation diagram, thereby reducing the processing load for determining whether to control to a special state.

[0077] The gaming machine of the 13th aspect is a gaming machine according to any one of the 1st to 12th aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a big win gaming state) that is favorable to a player and a special state (e.g., a small win gaming state) that is more unfavorable to the player than the favorable state, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can be controlled to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled, and can be controlled to the special state based on the determination by the special state determination means that the special state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a first common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the first common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The first common numerical range and the non-common numerical range are set to be continuous numerical ranges from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), The special state determination value is set to the same number regardless of the set value set by the setting means so that it is a second common numerical range continuous from a second reference value different from the first reference value in a range different from the range of the advantageous state determination value corresponding to the set value with the highest probability of being controlled to the advantageous state (for example, as shown in Figures 10-17 and 10-18, the numerical range of the small win is always set as a continuous numerical range of 3267 to 33094 with 32767 as the small win reference value if the variable special pattern is the first special pattern, and is always set as a continuous numerical range of 3267 to 33421 with 32767 as the small win reference value if the variable special pattern is the second special pattern, in a range different from the numerical range of the big win determination value when the set value set in the pachinko game machine 1 is 6). It is characterized by the following. According to this feature, it is possible to reduce the processing load for determining whether or not to control to an advantageous state, and the processing load for determining whether or not to control to a special state. In particular, since the numerical range of the special state judgment value does not change due to the influence of the numerical range of the advantageous state judgment value, which changes depending on the set value, the numerical range of the special state judgment value can always be specified within the same range depending on the set value, thereby reducing the processing load for determining whether or not to control to a special state. Furthermore, for example, if the first common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the first common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from the first reference value, so the advantageous state judgment means only needs to perform a judgment once as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and a continuous numerical range including the first common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to an advantageous state. Furthermore, for example, if the common numerical range of the special state judgment values ​​is set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to a special state based on the judgment random number values ​​generated by the judgment random number value generation means and each numerical range of the special state judgment values. However, in this invention, the common numerical range of the special state judgment values ​​is set to be a continuous numerical range from the second reference value, so the special state judgment means only needs to perform a judgment as to whether or not to control to a favorable state based on the judgment random number values ​​generated by the judgment random number value generation means and the common numerical range of the special state judgment values, thereby reducing the processing load for determining whether or not to control to a special state.

[0078] The gaming machine of the fourteenth aspect is a gaming machine according to any one of the first to thirteenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a big win gaming state) that is favorable to a player and a special state (e.g., a small win gaming state) that is more unfavorable to the player than the favorable state, A setting means (for example, a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) capable of setting one of a plurality of setting values ​​including advantageous determination values ​​and disadvantageous determination values ​​having different probabilities of being controlled to the advantageous state (for example, a value ranging from 1, which is the most disadvantageous setting value for the player, to 6, which is the most advantageous setting value for the player); A random number generating means (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (e.g., a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can control to the advantageous state based on the advantageous state determination means determining that the advantageous state should be controlled, can control to the special state based on the special state determination means determining that the special state should be controlled, and can control the probability of determining that the advantageous state should be controlled to a normal state (e.g., a normal state or a time-saving state) corresponding to a normal number that is the number of advantageous state determination values ​​corresponding to a set value, or a special state (e.g., a probability-changing state) corresponding to a special number that is the number of advantageous state determination values ​​increased relative to the normal number based on the advantageous state being reached; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a first common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the first common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The first common numerical range and the non-common numerical range are set to be continuous numerical ranges from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), The advantageous state determination value is set to be a continuous numerical range from the first reference value in the predetermined numerical range, regardless of whether the state is the normal state or the special state (for example, as shown in Figures 10-17 and 10-18, the numerical range of the jackpot is set as a continuous numerical range with 1020 as the jackpot reference value, regardless of whether the state is the normal state or the special state), The special state determination value is set to the same number regardless of the setting value set by the setting means and whether the state is the normal state or the special state, so that the special state determination value is a second common numerical range that is continuous from a second reference value that is different from the first reference value in a range different from the range of the advantageous state determination value corresponding to the special state at the setting value having the highest probability of being controlled to the advantageous state (for example, as shown in Figures 10-17 to 10-20, the numerical range of the small win determination value is the numerical range of the big win determination value when 6 is set as the setting value in the pachinko game machine 1). In the range different from the numerical range of 1020-1346 or 1020-1674, if the variable special pattern is the first special pattern, regardless of whether the setting value or the game state is normal, time-saving, or special probability state, the small hit reference value is always set to 32767 as a continuous numerical range of 3267-33094, and if the variable special pattern is the second special pattern, regardless of whether the setting value or the game state is normal, time-saving, or special probability state, the small hit reference value is always set to 32767 as a continuous numerical range of 3267-33421. It is characterized by the following. According to this feature, it is possible to reduce the processing load for determining whether or not to control to an advantageous state, and the processing load for determining whether or not to control to a special state. In particular, since the numerical range of the special state judgment value does not change due to the influence of the numerical range of the advantageous state judgment value, which changes depending on the set value, the special state judgment means can always specify the numerical range of the special state judgment value within the same range depending on the set value, thereby reducing the processing load for determining whether or not to control to a special state. Furthermore, since the numerical range of the special state judgment value does not change depending on the set value that is set, the special state judgment means only needs to specify the same numerical range as the numerical range of the special state judgment value regardless of the set value, thereby reducing the processing load for determining whether or not to control to a special state. Furthermore, for example, if the first common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random number value generated by the judgment random number value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the first common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from the first reference value, so the advantageous state judgment means only needs to perform a judgment as to whether or not to control to an advantageous state based on the judgment random number value generated by the judgment random number value generation means and the continuous numerical range including the common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to an advantageous state. Furthermore, for example, if the second common numerical range of the special state judgment value is set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to a special state based on the judgment random value generated by the judgment random value generation means and each numerical range of the special state judgment value. However, in this invention, the second common numerical range of the special state judgment value is set to be a continuous numerical range from the second reference value, so that the special state judgment means only needs to perform a judgment as to whether or not to control to a favorable state based on the judgment random value generated by the judgment random value generation means and the second common numerical range of the special state judgment value, thereby reducing the processing load for determining whether or not to control to a special state.

[0079] The gaming machine of the fifteenth aspect is a gaming machine according to any one of the first to fourteenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is favorable to a player, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means for determining whether or not to control the game to the advantageous state (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control the game to the advantageous state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes a special symbol process shown in FIG. 5) capable of controlling to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the common numerical range and a non-common numerical range that is not set by the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value (a value of 2 to 6 excluding 1)), The common numerical range is set to be a continuous numerical range from a predetermined reference value (for example, as shown in Figs. 10-55 and 10-56, the range of 1020 to 1237 is set as the common numerical range of the jackpot determination value, with 1020 being the jackpot reference value), The non-common numerical range is set to be a continuous numerical range from a specific reference value different from the predetermined reference value in a range different from the common numerical range (for example, as shown in Figs. 10-55 and 10-56, when the set value is 2 to 6, the reference value is 60000, and the range from 60000 to a value corresponding to the set value is set as the non-common numerical range of the jackpot determination value). It is characterized by the following. According to this feature, a common numerical range and a non-common numerical range are set as the numerical range of the advantageous state determination value, and the probability of being controlled to an advantageous state can be made different for each set value by simply changing only the non-common numerical range, so that the development load of the gaming machine regarding the set value can be reduced. In particular, in this invention, the reference value of the non-common numerical range of the advantageous state determination value is set to the minimum value of the non-common numerical range and is set to a value greater than the maximum value of the common numerical range of the advantageous state determination value, or the reference value of the non-common numerical range of the advantageous state determination value is set to the maximum value of the non-common numerical range and is set to a value smaller than the minimum value of the common numerical range of the advantageous state determination value, so that even if the number of advantageous state determination values ​​included in the non-common numerical range increases according to the set value, the common numerical range and the non-common numerical range of the advantageous state determination value do not overlap, so that the development load of the gaming machine regarding the set value can be further reduced.

[0080] The gaming machine of the sixteenth aspect is a gaming machine according to any one of the first to fourteenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is favorable to a player, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set one of a plurality of setting values ​​with different probabilities of being controlled to the advantageous state (e.g., a value ranging from 1, which is the most disadvantageous setting value for the player, to 6, which is the most advantageous setting value for the player); A random number generating means for determining whether or not to control the game to the advantageous state (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control the game to the advantageous state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes a special symbol process shown in FIG. 5) capable of controlling to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), As the advantageous state determination value, in a predetermined numerical range, a common numerical range common to each set value that can be set by the setting means (for example, a common numerical range of jackpot determination values ​​ranging from 1020 to 1237) and a non-common numerical range different from each set value that can be set by the setting means (for example, a non-common numerical range of jackpot determination values ​​ranging from 1238 to a value corresponding to each set value (all values ​​from 1 to 6)) are set, The common numerical range is set to be a continuous numerical range from a predetermined reference value (for example, as shown in Figs. 10-55 and 10-56, the range of 1020 to 1237 is set as the common numerical range of the jackpot determination value, with 1020 being the jackpot reference value), The non-common numerical range is set to be a continuous numerical range from a specific reference value different from the predetermined reference value in a range different from the common numerical range (for example, as shown in Figs. 10-55 and 10-56, when the set value is 2 to 6, the reference value is 60000, and the range from 60000 to a value corresponding to the set value is set as the non-common numerical range of the jackpot determination value). It is characterized by the following. According to this feature, a common numerical range and a non-common numerical range are set as the numerical range of the advantageous state determination value, and the probability of being controlled to an advantageous state can be made different for each set value by simply changing only the non-common numerical range, so that the development load of the gaming machine regarding the set value can be reduced. In particular, in this invention, the reference value of the non-common numerical range of the advantageous state determination value is set to the minimum value of the non-common numerical range and is set to a value greater than the maximum value of the common numerical range of the advantageous state determination value, or the reference value of the non-common numerical range of the advantageous state determination value is set to the maximum value of the non-common numerical range and is set to a value smaller than the minimum value of the common numerical range of the advantageous state determination value, so that even if the number of advantageous state determination values ​​included in the non-common numerical range increases according to the set value, the common numerical range and the non-common numerical range of the advantageous state determination value do not overlap, so that the development load of the gaming machine regarding the set value can be further reduced.

[0081] The gaming machine of the seventeenth aspect is a gaming machine according to any one of the first to sixteenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a big win gaming state) that is favorable to a player and a special state (e.g., a small win gaming state) that is more unfavorable to the player than the favorable state, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state (e.g., a value ranging from 1, which is the most unfavorable setting value for the player, to 6, which is the most advantageous setting value for the player); A random number generating means (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can be controlled to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled, and can be controlled to the special state based on the determination by the special state determination means that the special state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set to at least a common numerical range (for example, a common numerical range of a jackpot determination value ranging from 1020 to 1237) that is common to each setting value that can be set by the setting means within a predetermined numerical range, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The common numerical range and the non-common numerical range are set to be continuous numerical ranges from a predetermined reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value). The special state determination value is set to the same number in a continuous range from the range of the advantageous state determination value, regardless of the set value set by the setting means (for example, as shown in Figures 10-53 and 10-54, the numerical range of the small hit determination value is set to a numerical range including 328 determination values ​​in a continuous numerical range of the big hit determination value, regardless of the set value). It is characterized by the following. According to this feature, it is possible to reduce the processing load for determining whether or not to control to an advantageous state, and the processing load for determining whether or not to control to a special state. In particular, in this invention, the numerical range of the advantageous state judgment value and the numerical range of the special state judgment value are set continuously, so when determining whether to control to an advantageous state or a special state based on whether the judgment random number value generated by the judgment random number value generation means is a value between the minimum and maximum values ​​of the advantageous state judgment value or the special state judgment value (whether it is a value within the numerical range of the advantageous state judgment value or whether it is a value within the numerical range of the special state judgment value), it is possible to determine at once whether to control to an advantageous state or a special state by determining whether the judgment random number value generated by the judgment random number value generation means is a value between the minimum value of the numerical range of the advantageous state judgment value and the maximum value of the numerical range of the special state judgment value, or whether the judgment random number value generated by the judgment random number value generation means is a value between the maximum value of the numerical range of the advantageous state judgment value and the maximum value of the numerical range of the special state judgment value, and therefore it is possible to reduce the processing load for determining whether to control to an advantageous state and the processing load for determining whether to control to a special state.

[0082] The gaming machine of the eighteenth aspect is a gaming machine according to any one of the first to seventeenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of variably displaying first identification information (e.g., a first special symbol) and variably displaying second identification information (e.g., a second special symbol), and capable of being controlled to an advantageous state (e.g., a big win gaming state) that is advantageous to a player and a special state (e.g., a small win gaming state) that is less advantageous to the player than the advantageous state, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can be controlled to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled, and can be controlled to the special state based on the determination by the special state determination means that the special state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a first common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the first common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The first common numerical range and the non-common numerical range are set to be continuous numerical ranges from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), As the special state determination value, regardless of the set value set by the setting means, the same number is set so as to be a second common numerical range that is continuous from a second reference value that is different from the first reference value in a range different from the first common numerical range and the non-common numerical range, The advantageous state determination value is set to be a continuous numerical range from the first reference value in the predetermined numerical range (for example, as shown in FIG. 10-17, regardless of the set value, 32767 is set as the small hit reference value and the range from 32767 to 33094 is set as the common numerical range of the small hit determination value), The special state determination means, when executing the variable display of the first identification information, determines whether or not to control to the special state with a first special state determination value corresponding to the variable display of the first identification information (for example, as shown in Figs. 10-17 and 10-18, when the variable special chart is the first special pattern, a portion that determines whether or not to control to the small win game state with 328 determination values ​​included in the numerical range of the small win determination value), and when executing the variable display of the second identification information, determines whether or not to control to the special state with a second special state determination value corresponding to the variable display of the second identification information (for example, as shown in Figs. 10-19 and 10-20, when the variable special chart is the first special pattern, a portion that determines whether or not to control to the small win game state with 655 determination values ​​included in the numerical range of the small win determination value), The number of the first special state judgment value and the second special state judgment value are different, but are set to a range different from the range of the advantageous state judgment value at the setting value with the highest probability of being controlled to the advantageous state so as to be a continuous numerical range from the common second reference value (for example, as shown in Figures 10-17 to 10-20, when the variable special pattern is the first special pattern, the number of judgment values ​​included in the numerical range of the small hit judgment value is 328, and when the variable special pattern is the second special pattern, the numerical range of the small hit judgment value is 100. The number of judgment values ​​included in the range is 655, but the numerical range of the small win judgment value is different from the numerical range of 1020 to 1346 which is the numerical range of the big win judgment value in the probability variable state when the pachinko game machine 1 is set to the set value of 6, and is set to the numerical range of 32767 to 33094 when the variable special pattern is the first special pattern, and is set to the numerical range of 32767 to 33421 when the variable special pattern is the second special pattern, with 32767 as the small win reference value. It is characterized by the following. According to this feature, it is possible to reduce the processing load for determining whether or not to control to an advantageous state, and the processing load for determining whether or not to control to a special state. In particular, since the numerical range of the special state judgment value does not change due to the influence of the numerical range of the advantageous state judgment value, which changes depending on the set value, the special state judgment means can always specify the numerical range of the special state judgment value within the same range depending on the set value, thereby reducing the processing load for determining whether or not to control to a special state. Furthermore, for example, if the first common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the first common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from the first reference value, so the advantageous state judgment means only needs to perform a judgment once as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and a continuous numerical range including the first common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to an advantageous state. Furthermore, for example, if the common numerical range of the special state judgment values ​​is set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to a special state based on the judgment random number values ​​generated by the judgment random number value generation means and each numerical range of the special state judgment values. However, in this invention, the common numerical range of the special state judgment values ​​is set to be a continuous numerical range from the second reference value, so the special state judgment means only needs to perform a judgment as to whether or not to control to a favorable state based on the judgment random number values ​​generated by the judgment random number value generation means and the common numerical range of the special state judgment values, thereby reducing the processing load for determining whether or not to control to a special state. Furthermore, for example, when determining whether to control to an advantageous state based on whether the random number value for judgment generated by the random number value generation means for judgment is a value between the minimum and maximum values ​​of the advantageous state judgment value (whether the random number value for judgment is a value within the numerical range of the advantageous state judgment value), one of the minimum and maximum values ​​of the advantageous state judgment value becomes the first reference value, so the advantageous state judgment means can determine whether to control to an advantageous state by simply identifying the value between the minimum and maximum values ​​that is not the first reference value depending on whether the state is normal or special, thereby reducing the processing load for determining whether to control to an advantageous state. In addition, for example, when determining whether to control to a special state based on whether the random number value for judgment generated by the random number value generation means for judgment is a value between the minimum and maximum values ​​of the special state judgment value (whether the random number value for judgment is a value within the numerical range of the special state judgment value), one of the minimum and maximum values ​​of the special state judgment value becomes the second reference value, so the special state judgment means can determine whether to control to a special state by simply identifying the value between the minimum and maximum values ​​that is not the second reference value according to the special fluctuation diagram, thereby reducing the processing load for determining whether to control to a special state.

[0083] The gaming machine of the 19th aspect is a gaming machine according to any one of the 1st to 18th aspects, A gaming machine (e.g., a pachinko gaming machine 1) capable of variably displaying first identification information (e.g., a first special symbol) and variably displaying second identification information (e.g., a second special symbol), and capable of being controlled to an advantageous state (e.g., a big win gaming state) that is advantageous to a player and a special state (e.g., a small win gaming state) that is less advantageous to the player than the advantageous state, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state (e.g., a value ranging from 1, which is the most unfavorable setting value for the player, to 6, which is the most advantageous setting value for the player); A random number generating means (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (e.g., a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can control to the advantageous state based on the advantageous state determination means determining that the advantageous state should be controlled, can control to the special state based on the special state determination means determining that the special state should be controlled, and can control the probability of determining that the advantageous state should be controlled to a normal state (e.g., a normal state or a time-saving state) corresponding to a normal number that is the number of advantageous state determination values ​​corresponding to a set value, or a special state (e.g., a probability-changing state) corresponding to a special number that is the number of advantageous state determination values ​​increased relative to the normal number based on the advantageous state being reached; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a first common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the common numerical range and a non-common numerical range not set in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value), The first common numerical range and the non-common numerical range are set to be continuous numerical ranges from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), As the special state determination value, regardless of the set value set by the setting means, the same number is set so as to be a continuous second common numerical range from a second reference value different from the first reference value in a range different from the first common numerical range and the non-common numerical range (for example, as shown in FIG. 10-17, regardless of the set value, 32767 is set as the small hit reference value and the range from 32767 to 33094 is set as the common numerical range of the small hit determination value), The advantageous state determination value is set to be a continuous numerical range from the first reference value in the predetermined numerical range, regardless of whether the state is the normal state or the special state (for example, as shown in Figures 10-17 and 10-18, the numerical range of the jackpot is set as a continuous numerical range with 1020 as the jackpot reference value, regardless of whether the state is the normal state or the special state), The number of the special state determination values ​​is the same regardless of the setting value set by the setting means and whether the state is the normal state or the special state (for example, as shown in Figs. 10-17 to 10-20, the numerical range of the small win determination value is different from the numerical range of 1020 to 1346 or 1020 to 1674, which is the numerical range of the big win determination value when the setting value is set to 6 in the pachinko game machine 1, and if the variable special pattern is the first special pattern, regardless of whether the setting value or the game state is the normal state, the time-saving state, or the probability variable state, the numerical range is always set to 32767 as the small win reference value as a continuous numerical range of 3267 to 33094, and if the variable special pattern is the second special pattern, regardless of whether the setting value or the game state is the normal state, the time-saving state, or the probability variable state, the numerical range is always set to 3267 to 33421 as the small win reference value), The number of the special state determination values ​​is the same regardless of the set value set by the setting means (for example, as shown in Figures 10-17 to 10-20, the numerical range of the small hit is always set as a continuous numerical range of 3267 to 33094 with 32767 as the small hit reference value regardless of the set value set if the variable special pattern is the first special pattern, and is always set as a continuous numerical range of 3267 to 33421 with 32767 as the small hit reference value regardless of the set value set if the variable special pattern is the second special pattern), The special state determination means, when executing the variable display of the first identification information, determines whether or not to control to the special state with a first special state determination value corresponding to the variable display of the first identification information (for example, as shown in Figs. 10-17 and 10-18, when the variable special chart is the first special pattern, a portion that determines whether or not to control to the small win game state with 328 determination values ​​included in the numerical range of the small win determination value), and when executing the variable display of the second identification information, determines whether or not to control to the special state with a second special state determination value corresponding to the variable display of the second identification information (for example, as shown in Figs. 10-19 and 10-20, when the variable special chart is the first special pattern, a portion that determines whether or not to control to the small win game state with 655 determination values ​​included in the numerical range of the small win determination value), The number of the first special state determination value and the second special state determination value is different, but is set to a range different from the range of the advantageous state determination value corresponding to the special state at the setting value with the highest probability of being controlled to the advantageous state so as to be a continuous numerical range from the common second reference value (for example, as shown in Figures 10-17 to 10-20, when the variable special pattern is the first special pattern, the number of determination values ​​included in the numerical range of the small hit determination value is 328, and when the variable special pattern is the second special pattern, the number of determination values ​​included in the numerical range of the small hit determination value is 100. The number of judgment values ​​included in the numerical range of the fixed value is 655, but the numerical range of the small win judgment value is different from the numerical range of 1020 to 1346 which is the numerical range of the big win judgment value in the probability variable state when the pachinko game machine 1 is set to the set value of 6, and is set to the numerical range of 32767 to 33094 when the variable special pattern is the first special pattern, and is set to the numerical range of 32767 to 33421 when the variable special pattern is the second special pattern, with 32767 as the small win reference value. It is characterized by the following. According to this feature, it is possible to reduce the processing load for determining whether or not to control to an advantageous state, and the processing load for determining whether or not to control to a special state. In particular, since the numerical range of the special state judgment value does not change due to the influence of the numerical range of the advantageous state judgment value, which changes depending on the set value, the special state judgment means can always specify the numerical range of the special state judgment value within the same range depending on the set value, thereby reducing the processing load for determining whether or not to control to a special state. Furthermore, for example, if the first common numerical range and non-common numerical range of the advantageous state judgment value are set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and each numerical range of the advantageous state judgment value. However, in this invention, the first common numerical range and non-common numerical range of the advantageous state judgment value are set to be continuous numerical ranges from the first reference value, so the advantageous state judgment means only needs to perform a judgment once as to whether or not to control to an advantageous state based on the judgment random value generated by the judgment random value generation means and a continuous numerical range including the first common numerical range and non-common numerical range of the advantageous state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to an advantageous state. Furthermore, for example, if the common numerical range of the special state judgment values ​​is set across multiple numerical ranges, it is necessary to perform multiple judgments as to whether or not to control to a special state based on the judgment random number values ​​generated by the judgment random number value generation means and each numerical range of the special state judgment values. However, in this invention, the common numerical range of the special state judgment values ​​is set to be a continuous numerical range from the second reference value, so the special state judgment means only needs to perform a judgment as to whether or not to control to a favorable state based on the judgment random number values ​​generated by the judgment random number value generation means and the common numerical range of the special state judgment values, thereby reducing the processing load for determining whether or not to control to a special state. In addition, for example, when determining whether to control to an advantageous state based on whether the random number value for judgment generated by the random number value generation means for judgment is a value between the minimum and maximum values ​​of the advantageous state judgment value (whether the random number value for judgment is a value within the numerical range of the advantageous state judgment value), one of the minimum and maximum values ​​of the advantageous state judgment value becomes a predetermined reference value, so the advantageous state judgment means can determine whether to control to an advantageous state by simply identifying the value between the minimum and maximum values ​​that is not the predetermined reference value depending on whether the state is normal or special, thereby reducing the processing load for determining whether to control to an advantageous state. In addition, for example, when determining whether to control to a special state based on whether the random number value for judgment generated by the random number value generation means for judgment is a value between the minimum and maximum values ​​of the special state judgment value (whether the random number value for judgment is a value within the numerical range of the special state judgment value), one of the minimum and maximum values ​​of the special state judgment value becomes the second reference value, so the special state judgment means can determine whether to control to a special state by simply identifying the value between the minimum and maximum values ​​that is not the second reference value according to the special fluctuation diagram, thereby reducing the processing load for determining whether to control to a special state.

[0084] The gaming machine of the 20th means is a gaming machine according to any one of the 1st to 19th means, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a big win gaming state) that is favorable to a player and a special state (e.g., a small win gaming state) that is more unfavorable to the player than the favorable state, A setting means (e.g., a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set a setting value to one of multiple levels of setting values ​​(e.g., values ​​from 1, which is the most unfavorable setting value for the player, to 6, which is the most favorable setting value for the player), including advantageous setting values ​​and unfavorable setting values ​​having different probabilities of being controlled to the advantageous state; A random number generating means (for example, the random number circuit 104 or the game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can be controlled to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled, and can be controlled to the special state based on the determination by the special state determination means that the special state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set in a predetermined numerical range, and at least a first common numerical range (for example, a common numerical range of a jackpot determination value in the range of 1020 to 1237) common to the multiple stages of setting values ​​that can be set by the setting means is set, The advantageous state determination value of the advantageous setting value is set in a predetermined numerical range, including the first common numerical range and a non-common numerical range that is not set by the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value ranging from 1238 to a value corresponding to each setting value (a value of 2 to 6 excluding 1)), The first common numerical range is set to be a continuous numerical range from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), The non-common numerical range is set to be a continuous numerical range from a specific reference value different from the first reference value in a range different from the first common numerical range (for example, as shown in Figs. 10-55 and 10-56, when the set value is 2 to 6, the range from 60000 to a value corresponding to the set value is set as the non-common numerical range of the jackpot determination value, with 60000 as the reference value), The special state determination value is set to the same number so as to be a second common numerical range continuous from a second reference value different from the first reference value and the specific reference value in a range different from the common numerical range and non-common numerical range of the advantageous state determination value, regardless of the set value set by the setting means (for example, as shown in Figures 10-55 and 10-56, in a range different from the common numerical range and non-common numerical range of the big win determination value, if the variable special pattern is the first special pattern, the numerical range is always set to the range of 32767 to 33094, and if the variable special pattern is the second special pattern, the numerical range is always set to the range of 3267 to 33421, regardless of the set value set). It is characterized by the following. According to this feature, the processing load for determining whether to control to the advantageous state and the processing load for determining whether to control to the special state can be reduced. In particular, in this invention, since the processing load for determining whether to control to the special state is always determined based on the same numerical range of the small hit determination value, the processing load for determining whether to control to the special state can be reduced, and the amount of data related to the processing for determining whether to control to the special state can be reduced.

[0085] The gaming machine of the present invention is a gaming machine according to any one of the first to nineteenth aspects, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a big win gaming state) that is favorable to a player and a special state (e.g., a small win gaming state) that is more unfavorable to the player than the favorable state, A setting means (for example, a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) capable of setting one of a plurality of setting values ​​(for example, 1 to 6) having different probabilities of being controlled to the advantageous state; A random number generating means (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether or not to control to the advantageous state and whether or not to control to the special state; An advantageous state determination means (for example, a part where the CPU 103 executes the normal special symbol processing shown in FIG. 10-41) for determining whether or not to control to the advantageous state based on the random number value for determination generated by the random number value generation means for determination and the advantageous state determination value corresponding to the setting value set by the setting means; A special state determination means (for example, a part where the CPU 103 executes the normal special symbol process shown in FIG. 10-41) for determining whether or not to control to the special state based on the random number value for determination generated by the random number value generation means for determination and the special state determination value corresponding to the setting value set by the setting means; A game control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 5 ) that can be controlled to the advantageous state based on the determination by the advantageous state determination means that the advantageous state should be controlled, and can be controlled to the special state based on the determination by the special state determination means that the special state should be controlled; Equipped with The number of advantageous state determination values ​​varies depending on the setting value, so that the probability of being controlled to the advantageous state varies (for example, as shown in Figures 10-11 to 10-20, the number of jackpot determination values ​​varies depending on the setting value set, so that the probability of being controlled to the jackpot game state varies), As the advantageous state determination value, within a predetermined numerical range, a first common numerical range common to each set value that can be set by the setting means (for example, a common numerical range of jackpot determination values ​​ranging from 1020 to 1237) and a non-common numerical range different to each set value that can be set by the setting means (for example, a non-common numerical range of jackpot determination values ​​ranging from 1238 to a value corresponding to each set value (all values ​​from 1 to 6)) are set, The common numerical range is set to be a continuous numerical range from the first reference value (for example, as shown in FIG. 10-17, when the set value is 2, the range from 1020 to 1253, which is the maximum value of the non-common numerical range of the jackpot determination value, is set as a continuous numerical range with 1020 as the jackpot reference value), The non-common numerical range is set to be a continuous numerical range from a specific reference value different from the first reference value in a range different from the common numerical range (for example, as shown in Figs. 10-55 and 10-56, when the set value is 2 to 6, the range from 60000 to a value corresponding to the set value is set as the non-common numerical range of the jackpot determination value, with 60000 as the reference value), The special state determination value is set to the same number so as to be a continuous common numerical range from the first reference value and a second reference value different from the specific reference value in a range different from the common numerical range and non-common numerical range of the advantageous state determination value, regardless of the set value set by the setting means (for example, as shown in Figures 10-55 and 10-56, in a range different from the common numerical range and non-common numerical range of the big win determination value, if the variable special pattern is the first special pattern, the numerical range is always set to the range of 32767 to 33094, and if the variable special pattern is the second special pattern, the numerical range is always set to the range of 3267 to 33421, regardless of the set value set). It is characterized by the following. According to this feature, the processing load for determining whether to control to the advantageous state and the processing load for determining whether to control to the special state can be reduced. In particular, in this invention, since the processing load for determining whether to control to the special state is always determined based on the same numerical range of the small hit determination value, the processing load for determining whether to control to the special state can be reduced, and the amount of data related to the processing for determining whether to control to the special state can be reduced.

[0086] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]

[0087] [Figure 1] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Diagram 2]1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] 13 is a flowchart showing an example of a game control main process. [Figure 4] 13 is a flowchart showing an example of a timer interrupt process for game control. [Diagram 5] 13 is a flowchart showing an example of a first special symbol process processing. [Figure 6] 13 is a flowchart showing an example of a performance control main process. [Figure 7] 13 is a flowchart showing an example of a performance control process. [Figure 8-1] 2 is a block diagram showing an example of a circuit configuration of a pachinko game machine; [Figure 8-2] A block diagram showing the circuit configuration of the dispensing control board. [Figure 8-3] FIG. 2 is a rear view showing the pachinko gaming machine. [Figure 8-4] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 8-5] (1) to (3) are explanatory diagrams showing the presentation mode of the setting suggestion presentation, and (4) is an explanatory diagram showing a table for determining the presentation mode of the setting suggestion presentation. [Figure 8-6] 10 is a flowchart illustrating an example of a power-on process. [Figure 8-7] 10 is a flowchart illustrating an example of a power-on process. [Figure 8-8] 10 is a flowchart illustrating an example of a power-on process. [Figure 8-9] FIG. 4 is a timing diagram showing an output period of a security signal. [Figure 8-10] FIG. 13 is an explanatory diagram showing an example of a notification when a setting change flag is set when the power is turned on; [Figure 8-11] 10 is a flowchart illustrating an example of a power-on process. [Figure 8-12] FIG. 11A is an explanatory diagram showing the control when a power interruption occurs before a set value is determined, and FIG. 11B is an explanatory diagram showing the control when a power interruption occurs after a set value is determined. [Figure 9-1] 3A to 3C are explanatory diagrams showing specific examples of each piece of display information displayed on the image display device. [Figure 9-2] 13 is a flowchart showing an example of a change presentation determination process executed when a start winning occurs. [Figure 9-3] FIG. 1A is an explanatory diagram showing a table for determining a final display mode of an active display, and FIG. 1B is an explanatory diagram showing a table for determining a change pattern of an active display. [Figure 9-4] An explanatory diagram showing a table for determining the change pattern of the hold display. [Figure 9-5] 13 is a flowchart showing an example of a performance determination process executed at the start of fluctuation. [Figure 9-6] (G) is an explanatory diagram showing a table for determining whether or not to execute the first setting suggestion, (H1) and (H2) are explanatory diagrams showing tables for determining whether or not to execute the expectation level preview performance used when the first setting suggestion performance is executed, (I1) and (I2) are explanatory diagrams showing tables for determining whether or not to execute the expectation level preview performance used when the first setting suggestion performance is not executed, and (J) is an explanatory diagram showing a table for determining the performance mode of the second change performance. [Figure 9-7] (K) is an explanatory diagram showing a table for determining the winning role of the expectation level prediction effect used when the first setting suggestion effect is executed, (L) is an explanatory diagram showing a table for determining the winning role of the expectation level prediction effect used when the first setting suggestion effect is not executed, and (M) is an explanatory diagram showing a table for determining whether or not to execute the second setting suggestion effect. [Figure 9-8] 11 is a time chart showing the execution timing of various effects. [Figure 9-9] FIG. 2 is an explanatory diagram showing specific examples of various presentation aspects. [Figure 9-10] FIG. 2 is an explanatory diagram showing specific examples of various presentation aspects. [Figure 9-11] FIG. 13 is an explanatory diagram showing a specific example of mini reel information. [Figure 10-1] FIG. 2 is a front view of the pachinko game machine. [Figure 10-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 10-3] FIG. 2 is a diagram showing a game information display unit. [Figure 10-4] A figure showing the appearance of each type of jackpot in a special pattern display device. [Figure 10-5] A diagram showing the shifting manner of the first hold indicator and the second hold indicator. [Figure 10-6] A diagram showing the appearance of each type of jackpot on the round display. [Figure 10-7] FIG. 2 is a rear perspective view of the pachinko game machine. [Figure 10-8] 13A and 13B are diagrams illustrating examples of performance control commands. [Figure 10-9] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-10] FIG. 13 is a diagram illustrating a variation pattern. [Figure 10-11] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 10-12] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 10-13] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 10-14] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 10-15] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 10-16] FIG. 13 is an explanatory diagram showing a display result determination table. [Figure 10-17] This is a diagram showing the numerical range of a big hit and the numerical range of a small hit in the variable display of the first special chart in the normal state or the time-saving state. [Figure 10-18] This is a diagram showing the numerical range of a big hit and the numerical range of a small hit in the variable display of the first special chart in the special hit state. [Figure 10-19] This is a diagram showing the numerical range of a big hit and the numerical range of a small hit in the variable display of the second special chart in the normal state or the time-saving state. [Figure 10-20] This is a diagram showing the numerical range of a big hit and the numerical range of a small hit in the variable display of the second special chart in the special hit state. [Figure 10-21] An explanatory diagram showing a jackpot type determination table. [Figure 10-22] This is an explanatory diagram showing the contents of various jackpots. [Figure 10-23] (A) is an explanatory diagram showing the fluctuation pattern determination table for jackpots (for jackpot A), (B) is an explanatory diagram showing the fluctuation pattern determination table for jackpots (for jackpot B and jackpot C), and (C) is an explanatory diagram showing the fluctuation pattern determination table for small hits. [Figure 10-24] An explanatory diagram showing a loss fluctuation pattern determination table. [Figure 10-25] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 10-26] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 10-27] FIG. 1A is a front view of a display monitor, FIG. 1B is a diagram showing a display mode of the display monitor, and FIG. [Figure 10-28] 4 is a time chart showing display times of items displayed on a display monitor. [Figure 10-29] 11A and 11B are explanatory diagrams illustrating changes in the display content of a display monitor. [Figure 10-30] 13 is a flowchart showing a game control main process. [Figure 10-31] FIG. 1A is a flowchart showing a RAM clear process, and FIG. [Figure 10-32] 13 is a flowchart showing a setting change process. [Figure 10-33] 13 is a flowchart showing a setting confirmation process. [Figure 10-34] 10 is a flowchart showing a power interruption detection process. [Figure 10-35] 11A and 11B are diagrams showing changes in the display mode of a display monitor. [Figure 10-36]FIG. 1A shows the display state of the display monitor during a cold start, and FIG. 1B shows the display state of the display monitor when a setting value abnormality error occurs or when power is restored after a power outage during a setting change. [Figure 10-37] (A) is a diagram showing the changes in the display state of the special pattern display device, the hold display device, the right hit lamp, and the round display device while the setting change process is being executed, and (B) shows the changes in the display state of the special pattern display device when an abnormal setting value error occurs or when power is restored after a power outage during a setting change. [Figure 10-38] A diagram showing a part of a timer interrupt process for game control. [Figure 10-39] 13 is a flowchart showing the start winning determination process. [Figure 10-40] 13 is a flowchart showing the process of determining random numbers when a prize is won. [Figure 10-41] 13 is a flowchart showing normal processing of special symbols. [Figure 10-42] 13 is a flowchart showing a variable display result determination module. [Figure 10-43] 13 is a flowchart showing a main processing for performance control. [Figure 10-44] FIG. 2 is an explanatory diagram showing information stored in a RAM and a state in which the information is cleared. [Figure 10-45] FIG. 13 is an explanatory diagram showing the initial design for each received command. [Figure 10-46] 1 is an explanatory diagram showing the notification mode when a pachinko game machine is started up. FIG. [Figure 10-47] 11A and 11B are explanatory diagrams showing examples of non-detection operation control and actual operation check operation control; [Figure 10-48] 13 is a diagram showing the operation speed in the non-detection operation control and the operation control for checking actual operation. FIG. [Figure 10-49] 11 is a timing chart showing the relationship between the timing of changing a setting value and finishing checking the setting value and the number of times the first movable body initialization process and the second movable body initialization process are executed. [Figure 10-50] FIG. 2 is a diagram showing a display mode of an image display device. [Figure 10-51] 10 is a flowchart showing a power interruption detection process. [Figure 10-52] 13 is a flowchart showing a part of the performance control process. [Figure 10-53] A diagram showing the numerical range of a big hit and the numerical range of a small hit in a modified example. [Figure 10-54] A diagram showing the numerical range of a big hit and the numerical range of a small hit in a modified example. [Figure 10-55] A diagram showing the numerical range of a big hit and the numerical range of a small hit in a modified example. [Figure 10-56] A diagram showing the numerical range of a big hit and the numerical range of a small hit in a modified example. [Figure 11-1] 13 is a flowchart showing a setting value changing process in characteristic portion 10F. [Figure 11-2] 13 is a flowchart showing a setting value changing process in characteristic portion 10F. [Figure 11-3] 13 is a flowchart showing the game stop initiation processing in characteristic section 10F. [Figure 11-4] 13 is a flowchart showing the game stop end processing in characteristic section 10F. [Figure 12-1] A figure showing examples of performance control commands in characteristic section 40F. [Figure 12-2] 13 is a flowchart showing the main processing for controlling performance in characteristic section 40F. [Figure 12-3] 13 is a flowchart showing the sub-side game stop processing in characteristic section 40F. [Figure 13-1] 13 is an explanatory diagram showing a display result determination table referred to in a low probability state. FIG. [Figure 13-2] 13 is an explanatory diagram showing a display result determination table referenced in a high probability state. FIG. [Figure 13-3] 1A is an explanatory diagram showing a jackpot type determination table for a first special pattern, and FIG. 1B is an explanatory diagram showing a jackpot type determination table for a second special pattern. [Figure 13-4](A) is an explanatory diagram showing specific examples of pending display and active display in a low probability / low base state, (B) is an explanatory diagram showing specific examples of pending display and active display in a low probability / high base state, and (C) is an explanatory diagram showing specific examples of pending display and active display in a high probability / high base state. [Figure 13-5] 1 is an explanatory diagram showing the game flow for each presentation mode. FIG. [Figure 13-6] (A) is an explanatory diagram showing the fluctuation pattern determination table referenced in the first period [excluding final fluctuation], (B) is an explanatory diagram showing the fluctuation pattern determination table referenced in the first period [final fluctuation], and (C) is an explanatory diagram showing the fluctuation pattern determination table referenced in the second period. [Figure 13-7] This is a time chart showing the timing of execution of various effects after the end of the Special Chart 1 jackpot game state. [Figure 13-8] This is a time chart showing the timing of execution of various effects after the end of the Special Chart 2 jackpot game state. [Figure 13-9] 13 is a flowchart showing an example of a process for determining a performance at the start of fluctuation. [Figure 13-10] (A) is an explanatory diagram showing a decision table for whether or not to execute the first setting suggestion effect, (B) is an explanatory diagram showing a decision table for whether or not to execute the cut-in preview effect, and (C) is an explanatory diagram showing a decision table for whether or not to execute the second setting suggestion effect. [Figure 13-11] (A) is an explanatory diagram showing a specific example of a presentation aspect related to the first setting suggestion presentation in the first period, and (B) is an explanatory diagram showing a specific example of a presentation aspect related to the first setting suggestion presentation in the second period. [Figure 13-12] An explanatory diagram showing a specific example of a presentation style related to the second setting suggestion presentation. [Figure 13-13] 13 is an explanatory diagram showing a specific example of a presentation mode related to a continuation challenge presentation. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0088] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0089] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.

[0090] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B are provided which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as a plurality of types of special identification information. Each of these is made up of a 7-segment LED or the like. The special symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all the LEDs are turned off.

[0091] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner (the same applies to other symbols described later). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described later, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described later, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described later). In addition, the variable display may be expressed as a variable display or a variation.

[0092] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.

[0093] In addition, a right-hit indicator 26 is provided below the first special symbol display device 4A and the second special symbol display device 4B to encourage a right-hit operation to aim at the right side of the game area and perform a firing operation. The right-hit indicator 26 is, for example, composed of an LED, and is turned on and off by the game control microcomputer 100 (specifically, the CPU 103) mounted on the main board 11 (see FIG. 2).

[0094] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0095] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0096] Also, for example, a display area for displaying a pending display corresponding to a variable display whose execution is pending is provided on the screen of the image display device 5. In this example, a first pending display area 5A for displaying a pending display corresponding to the variable display of the first special chart, and a second pending display area 5B for displaying a pending display corresponding to the variable display of the second special chart are provided. Note that a display area for displaying an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display corresponding to the variable display.

[0097] In addition, a right-hit notification LED 37 for prompting a right-hit operation is provided on the right side of the image display device 5. The right-hit notification LED 37 is controlled to light by the performance control CPU 120 mounted on the performance control board 12 (see FIG. 2).

[0098] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0099] In addition, a first hold indicator 25A and a second hold indicator 25B each composed of a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the first hold memory number by the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number by the number of lit LEDs.

[0100] A winning ball device 6A having a first start winning hole is provided below the image display device 5. A game ball that wins in the first start winning hole is guided to the back of the game board 2 and detected by the first start hole switch 22A. When a game ball is detected by the first start hole switch 22A, a predetermined number of game balls (1 ball) are paid out as prize balls based on this detection information.

[0101] Also, a row of nails 19 is provided to the right of the first start winning hole, and is configured to prevent the game ball flowing down from the right of the game area from entering the area where the first start winning hole is provided. In this way, by providing the row of nails 19 that prevents the game ball flowing down from the right of the game area from entering, the game ball can enter the first start winning hole only when the game ball is shot with the left side of the game area in mind (so-called left shot operation).

[0102] In this example, the row of nails 19 is provided so that the game ball can enter the first start winning hole only when the player hits from the left, but the present invention is not limited to this. For example, the first start winning hole may be provided on the left side of the game area so that the game ball can enter the first start winning hole only when the player hits from the left, or the first start winning hole may be provided on the left side of the game area and the row of nails 19 is provided so that the game ball can enter the first start winning hole only when the player hits from the left.

[0103] A passing gate 41 is provided to the right of the image display device 5. The gaming ball that has passed through the passing gate 41 is detected by the gate switch 21.

[0104] A special variable winning ball device 7 that forms a large winning port is provided below the passage gate 41. The special variable winning ball device 7 extends in the left-right direction in a slightly inclined state, and moves a plate-shaped bottom member formed as the bottom surface of a flow path through which game balls flow down forward and backward to change the large winning port located below the bottom member between an open state (also called an open state) in which game balls can win and a closed state (also called a closed state) in which game balls cannot win. In a large winning game state that occurs when a specific display result (large winning pattern) is derived and displayed on the first special pattern display device 4A or the second special pattern display device 4B, the special variable winning ball device 7 executes an opening control to open the large winning port, which is a winning area, by moving the bottom member backward from a closed state in which the bottom member is moved forward toward the front.

[0105] Below the special variable winning ball device 7, there are provided a special variable winning ball device 17 that forms a special winning port for small wins, and a variable winning ball device 6B that has a second start winning port, and as shown in Fig. 1, the special variable winning ball device 17 is arranged on the left side, and the variable winning ball device 6B is arranged adjacent to it on the right side. These special variable winning ball devices 17 and variable winning ball devices 6B extend in the left-right direction in a slightly inclined state, and by moving a plate-shaped bottom member formed as the bottom surface of the flow path through which the game balls flow down forward and backward, the special winning port and the second start winning port located below the bottom member are changed between an open state (also called an open state) in which the game balls can win, and a closed state (also called a closed state) in which the game balls cannot win. The special variable winning ball device 17 executes an opening control to open the special winning port, which is the winning area, by moving the bottom member backward from the closed state in which the bottom member is moved forward toward the front, in a small winning game state that occurs when a predetermined display result (small winning pattern) is derived and displayed on the first special pattern display device 4A or the second special pattern display device 4B. Also, when a winning pattern is derived and displayed on the normal pattern display device 20, the variable winning ball device 6B executes an opening control to open the second starting winning port, which is the winning area, by moving the bottom member backward from the closed state in which the bottom member is moved forward toward the front, in a small winning game state that occurs when the predetermined display result (small winning pattern) is derived and displayed on the first special pattern display device 4A or the second special pattern display device 4B.

[0106] In this example, the special variable winning ball device 7, the special variable winning ball device 17, and the variable winning ball device 6B are formed to have the same structure. Also, as shown in Fig. 1, the special variable winning ball device 7 is formed in such a manner that the bottom member is slightly inclined from the upper left to the lower right, so that the game ball that falls onto the special variable winning ball device 7 moves from the upper left to the lower right on the special variable winning ball device 7 if the special variable winning ball device 7 is in the closed state, and falls onto the variable winning ball device 6B below.

[0107] In this example, the special variable winning ball device 17 is slightly larger than the variable winning ball device 6B. As shown in Fig. 1, the special variable winning ball device 17 and the variable winning ball device 6B are formed with a bottom member that is slightly inclined from the upper right to the lower left, so that the game balls on the special variable winning ball device 17 and the variable winning ball device 6B move from the upper right to the lower left on the special variable winning ball device 17 and the variable winning ball device 6B when the special variable winning ball device 17 and the variable winning ball device 6B are in a closed state. As shown in FIG. 1, the special variable winning ball device 17 and the variable winning ball device 6B are arranged next to each other, so if a game ball falls onto the variable winning ball device 6B without winning the special variable winning ball device 7, the game ball will win the second start winning hole if the bottom member of the variable winning ball device 6B is moved backward and the second start winning hole is open, and the game ball will not flow toward the special variable winning ball device 17. On the other hand, if the second start winning hole is not open, the game ball will move on the bottom member of the variable winning ball device 6B and be guided toward the special variable winning ball device 17. At this time, if the bottom member of the special variable winning ball device 17 is moved backward and the special winning hole is open, the game ball will win the special winning hole. Furthermore, if the special winning hole is not open, the game ball will move over the bottom member of the special variable winning ball device 17 and drop directly toward the outlet.

[0108] In this example, the special variable winning ball device 7, the special variable winning ball device 17, and the variable winning ball device 6B are formed with a plurality of regulating pieces that reduce the speed at which the game balls flow down the bottom member. In this example, the provision of the regulating pieces in the special variable winning ball device 7, the special variable winning ball device 17, and the variable winning ball device 6B changes the flow direction of the game balls flowing down from the upper left to the lower right or from the upper right to the lower left, so that the game balls meander with a forward and backward movement, and the time it takes for them to flow down is delayed compared to when there are no regulating pieces.

[0109] In this example, as shown in Figure 1, the special variable winning ball device 17 is positioned on the left and the variable winning ball device 6B is positioned on the right, but the bottom members of the special variable winning ball device 17 and the variable winning ball device 6B are formed so as to slope gently from the upper right to the lower left, and when the bottom members are not retracted and are in a closed state, the game balls are configured to flow from the variable winning ball device 6B towards the special variable winning ball device 17.In this sense, it can be said that the variable winning ball device 6B is located upstream and the special variable winning ball device 17 is located downstream.

[0110] A switch (first count switch 23) capable of detecting a game ball that has entered the large prize opening is provided in the large prize opening. When a game ball is detected by the first count switch 23, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls based on the detection information. Therefore, if the special variable prize ball device 7 is controlled to open and the large prize opening is in an open state, it is an advantageous state for the player. On the other hand, if the special variable prize ball device 7 is controlled to close and the large prize opening is in a closed state, it is not possible to pass (enter) the game ball through the large prize opening to obtain a prize ball, which is an unfavorable state for the player.

[0111] A switch (second count switch 24) capable of detecting a game ball that has entered the special winning hole is provided in the special winning hole. When a game ball is detected by the second count switch 24, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls based on the detection information. Here, when a game ball passes (enters) the special winning hole that is in an open state in the special variable winning ball device 17, the number of prize balls is smaller than when a game ball enters the large winning hole, but more prize balls are paid out than when a game ball passes (enters) other winning holes, such as the first start winning hole 1 or the second start winning hole. Therefore, if the special variable winning ball device 17 is controlled to open and the special winning hole is opened, it is advantageous for the player. On the other hand, if the special variable winning ball device 17 is controlled to close and the special winning opening is closed, the player will not be able to get a winning ball by passing (entering) the game ball through the special winning opening, which will put the player at a disadvantage.

[0112] In addition, a second start opening switch 22B capable of detecting a game ball that has entered the second start opening is provided in the second start opening. When a game ball is detected by the second start opening switch 22B, a predetermined number (one) of game balls are paid out as prize balls based on the detection information.

[0113] Hereinafter, the first starting winning port and the second starting winning port may be collectively referred to as the starting winning port or the starting port.

[0114] In addition, in this pachinko game machine 1, the passing gate 41, the special variable winning ball device 7 (large winning port), the variable winning ball device 6B (second start winning port), and the special variable winning ball device 17 (special winning port) are located on the right side of the game area, so when playing a jackpot or in the KT state (so-called small winning time), the player aims to the right of the game area and performs a firing operation (so-called right-hitting operation).

[0115] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions are provided at the lower left and right of the game area), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0116] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the entry into the start port (first start winning port, second start winning port) is also called a start winning.

[0117] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.

[0118] A regular symbol reserved display 25C is provided above the regular symbol display 20. The regular symbol reserved display 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.

[0119] In this pachinko game machine 1, the passing gate 41 plays a role as a normal start area because the variable display of the normal symbol is executed based on the passing of the game ball through the passing gate 41, but when the jackpot symbol is derived and displayed, the game transitions to the jackpot game state based on the passing of the game ball through the passing gate 41, so the passing gate 41 also plays a role as an operating area. Therefore, the passing gate 41 is configured as a dual-purpose gate that plays the role of both the normal start area and the operating area.

[0120] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0121] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and furthermore, a frame LED 9 for game effects is provided around the periphery of the gaming area.

[0122] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).

[0123] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.

[0124] At a predetermined position of the game machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) game balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.

[0125] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).

[0126] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).

[0127] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0128] (Outline of game progress) In this pachinko game machine 1, when the game state is in the normal state, it is advantageous for the player to perform a firing operation (so-called left hit operation) by aiming at the left side of the game area. When the player performs a left hit operation by rotating the ball hitting operation handle 30 provided in the pachinko game machine 1, and the game ball enters the first start winning hole formed in the winning ball device 6A, the first special symbol game is started by the first special symbol display device 4A.

[0129] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0130] In the first special game, if a specific special symbol (a big win symbol, for example, "7", the actual symbol varies depending on the type of big win described below) is displayed as a confirmed special symbol, it is a "big win". Also, if a special symbol different from the big win symbol (a losing symbol, for example, "-") is displayed as a stopped symbol, it is a "miss". Note that even in the first special game, it may be configured so that there is an extremely low probability that a small win symbol will be displayed as a stopped symbol, resulting in a "small win".

[0131] After the display result in the first special game becomes "jackpot", on condition that the game ball has passed through the passage gate 41, the game is controlled to a jackpot game state which is an advantageous state for the player.

[0132] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (15 times or 2 times) is reached.

[0133] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.

[0134] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, probability state (high probability state), KT state, high base state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few prize balls or almost no prize balls can be obtained.

[0135] After the jackpot game state ends, the game may be controlled to a special state, a KT state, or a high base state depending on the type of jackpot.

[0136] In the probability variable state (probability variable state), probability variable control is executed so that the probability of the display result being a "jackpot" is higher than in the normal state. The probability variable state is an even more advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols is improved and it is easier to get a "jackpot."

[0137] In the KT state, KT control is executed to make it easier to get a small win than in the normal state. In this pachinko game machine 1, a certain number of prize balls can be obtained even in the small win game state, so it is an advantageous state for the player, although the number of prize balls obtained is smaller than in the big win game state.

[0138] In the high base state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) compared to the normal state (time-saving state), and control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by improving the probability of a "normal symbol hit" in a normal symbol game compared to the normal state. The high base state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0139] The probability change state, KT state, and high base state continue until one of the end conditions is met first, such as the execution of a specified number of special game games and the start of the next big win game state. The end condition of the state in which a specified number of special game games have been executed is also called the number cut (number cut probability change, etc.).

[0140] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a sure-win state, a KT state, and a high base state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in the special chart game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).

[0141] When the big win game is over and the game state is controlled to the probability state, KT state, or high base state, it is advantageous for the player to perform a firing operation (right-hit operation) aiming at the right side of the game area. When the player performs a right-hit operation by rotating the ball-hitting operation handle 30 provided on the pachinko game machine 1, and the game ball passes through the passing gate 41, a normal game is started by the normal pattern display 20. Note that if the game ball passes through the passing gate 41 during the period during which the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is reserved up to a predetermined upper limit number (for example, 4).

[0142] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0143] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0144] In the second special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win described below) is displayed as a fixed special symbol, it is a "big win", and if a specific special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win". Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing".

[0145] After the display result in the second special game becomes "big win", the game state is controlled to a big win game state that is advantageous to the player, provided that the game ball has passed through the passage gate 41. After the display result in the second special game becomes "small win", the game state is controlled to a small win game state.

[0146] In the small win game state, the special winning hole formed by the special variable winning ball device 17 is opened in a predetermined opening state. In addition, like the big win type, a small win type may be set for the "small win".

[0147] After the small hit game state ends, the game state is not changed, and the game state is continued to be controlled to the game state before the display result of the special game becomes a "small hit" (however, if the special game when the "small hit" occurs is the special game of the specified number of times in the number-cutting, the game state will naturally be changed).

[0148] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.

[0149] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be executed by sound output from the speakers 8L and 8R, and / or by turning on / off the frame LED 9, operating the movable body 32, etc.

[0150] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0151] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0152] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.

[0153] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0154] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6") may be displayed in a line. In this case, odd numbered decorative symbols are also called probability jackpot symbols, and even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed.

[0155] When the display result of the special game is a "small win", a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as a display result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on a predetermined effective line in the "left", "middle", and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "big win" of some big win types (big win types of big win game states in the same manner as the small win game state) and when it is a "small win".

[0156] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").

[0157] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The preview effects include a preview effect that predicts the jackpot reliability in the variable display being executed, and a look-ahead preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a look-ahead preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0158] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.

[0159] During the jackpot game state, a jackpot game performance is executed to notify the jackpot game state. As the jackpot game performance, a performance to notify the number of rounds or a promotion performance to indicate that the value of the jackpot game state will increase may be executed. Also, during the small win game state, a small win game performance to notify the small win game state is executed. In addition, a common performance may be executed during the small win game state and the jackpot game state in some jackpot types (a jackpot type in a jackpot game state of a similar aspect to the small win game state, for example, a jackpot type in which the game state after that is a high probability state) so that the player cannot know whether the current state is a small win game state or a jackpot game state. In such a case, a common performance may be executed after the end of the small win game state and after the end of the jackpot game state so that the player cannot distinguish whether the current state is a high probability state or a low probability state.

[0160] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).

[0161] (Board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, an LED control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards are arranged on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a launch control board, and a power supply board.

[0162] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0163] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0164] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data on various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.

[0165] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0166] I / O 105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0167] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and a switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), and count switches (first count switch 23 and second count switch 24)) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0168] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on solenoid 81, solenoid 82, and solenoid 83) from the game control microcomputer 100 to the solenoid 81 for the normal electric device, the solenoid 82 for the large prize opening door, and the solenoid 83 for the special prize opening.

[0169] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the status of the game (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0170] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0171] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0172] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0173] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0174] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0175] The display control unit 123 causes the image display device 5 to display a performance image by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on an execution instruction of the performance from the performance control CPU 120. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and supplies an LED signal (a signal designating the on / off state of the LED) to the LED control board 14 in order to output sound synchronized with the display of the performance image and to turn on / off the frame LED 9 and the right hit notification LED 37. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0176] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0177] The LED control board 14 is equipped with various circuits that drive the frame LED 9 and the right hit notification LED 37, and drives the frame LED 9 and the right hit notification LED 37 based on the LED signal, turning on / off the frame LED 9 and the right hit notification LED 37 in the manner specified by the LED signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the LEDs.

[0178] In addition, the control of audio output, turning LEDs on / off (such as supplying sound designation signals and LED signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0179] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0180] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, LED signals).

[0181] Sub-substrates other than the main substrate 11, such as the performance control substrate 12, the sound control substrate 13, and the LED control substrate 14, are also called sub-substrates. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0182] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0183] (Main operations of main board 11) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 3 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.

[0184] In the game control main process shown in Fig. 3, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0185] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values ​​in the working area.

[0186] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.

[0187] If the output signal from the clear switch is not on (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stop processing immediately before the machine becomes unable to operate due to the power supply stop. In this power supply stop processing, a processing for turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection processing for the RAM 102, and the like are executed. The data protection processing includes adding an error detection code (checksum, parity bit, etc.) and a processing for backing up various data. The backed up data includes various data for progressing the game (including various flags, the states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), an initialization processing (step S8) is executed.

[0188] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power supply stop. If it is determined that they match, it is determined that the data in RAM 102 is normal.

[0189] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so an initialization process (step S8) is executed.

[0190] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state when the power supply was stopped. In the recovery process, the CPU 103 sets a working area based on the memory contents (contents of the backed-up data) of the RAM 102. This restores the game state to the state when the power supply was stopped, and if the special symbols were fluctuating, the fluctuation of the special symbols will be resumed from the state before the recovery by executing a game control timer interrupt process described later.

[0191] Then, the CPU 103 transmits a performance control command to the performance control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a performance control command to specify the game state before the power outage that is backed up, or a performance control command to specify the display result of the special symbol game being executed when the special symbol game is being executed may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command specifying the time of recovery from the power outage, it performs a screen display on the image display device 5, for example, to notify that recovery from the power outage has been performed or that recovery from the power outage is in progress. The performance control CPU 120 may perform an appropriate screen display based on the performance control command.

[0192] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the register of the CTC built into the game control microcomputer 100 is set so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and the interrupt is permitted (step S12). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute a timer interrupt process periodically.

[0193] When the CPU 103 that has executed such a game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, the first count switch 23, and the second count switch 24 via the switch circuit 110 (step S21). Next, by executing a predetermined main side error process, it performs an abnormality diagnosis of the pachinko game machine 1, and can issue a warning if necessary according to the diagnosis result (step S22). After this, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpots that have occurred, etc.), start information (information indicating the number of start winnings, etc.), and probability fluctuation information (information indicating the number of times the special state has been entered, etc.) are output, which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0194] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a first special symbol process process (step S25A). The CPU 103 executes the first special symbol process process for each timer interruption, thereby realizing the execution and reservation management of the first special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (described in detail later). In addition, the CPU 103 executes a second special symbol process process (step S25B). The CPU 103 executes the second special symbol process process for each timer interruption, thereby realizing the execution and reservation management of the second special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. In addition, in this pachinko game machine 1, it is possible to simultaneously execute the variable display of the first special symbol and the variable display of the second special symbol in parallel.

[0195] Following the first special symbol process and the second special symbol process, a normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passing of the game ball through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of reserved normal symbols is displayed by lighting the normal symbol reservation display 25C.

[0196] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.

[0197] In addition, although not shown in FIG. 4, the game control timer interrupt process also executes a test terminal process, which is a process for outputting a test signal for enabling the control state of the game machine to be confirmed outside the game machine. In the test terminal process, the CPU 103 also controls to output a test signal (right hit test signal) that can identify a period in which a right hit operation is performed. Specifically, in the test terminal process, the CPU 103 controls to output a right hit test signal during a big win game, during a small win game based on the variable display of the second special symbol, and during a KT state. On the other hand, in the test terminal process, the CPU 103 does not control to output a right hit test signal during a small win game based on the variable display of the first special symbol.

[0198] Fig. 5 is a flow chart showing an example of the process executed in step S25A shown in Fig. 4 as the first special symbol process. In this first special symbol process, the CPU 103 first executes the first start winning determination process (step S101A).

[0199] In the first start winning judgment process, a process is executed to detect the occurrence of a start winning in the first start winning port, store reserved information in a predetermined area of ​​the RAM 102, and update the first reserved memory number. When a start winning occurs in the first start winning port, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information in the first reserved memory buffer provided in the RAM 102. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After storing the reserved information and the first reserved memory number, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the first reserved memory number, and the pre-reading judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the first special symbol process process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0200] After executing the first start winning judgment process in S101, the CPU 103 selects and executes one of the processes of steps S110A to S121A according to the value of the first special symbol process flag provided in the RAM 102. In each process (steps S110A to S121A) of the first special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0201] The first special symbol normal processing in step S110A is executed when the value of the first special symbol process flag is "0" (initial value). In this first special symbol normal processing, a judgment is made as to whether or not to start the first special symbol game based on the presence or absence of reserved information. In addition, in the first special symbol normal processing, based on a random number value for determining the display result, whether or not the display result of the first special symbol or decorative symbol is to be a "big win" or a "small win", and the type of big win if it is a "big win", is determined (pre-determined) before the display result is derived and displayed. Furthermore, in the first special symbol normal processing, a determined special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the first special symbol game is set in accordance with the determined display result. After that, the value of the first special symbol process flag is updated to "1", and the first special symbol normal processing ends.

[0202] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0203] The first variation pattern setting process of step S111A is executed when the value of the first special chart process flag is "1". This first variation pattern setting process includes a process of determining the variation pattern to one of a plurality of types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is "big hit" or "small hit". In the first variation pattern setting process, when the variation pattern is determined, the value of the first special chart process flag is updated to "2", and the first variation pattern setting process ends.

[0204] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.

[0205] The first special symbol variation process of step S112A is executed when the value of the first special symbol process flag is "2". This first special symbol variation process includes a process of setting the first special symbol display device 4A to vary the first special symbol, and a process of measuring the elapsed time since the first special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the first special symbol started to vary has reached the special symbol variation time, the value of the first special symbol process flag is updated to "3", and the first special symbol variation process is terminated.

[0206] In this example, since the variable display of the first special symbol and the variable display of the second special symbol can be executed in parallel, for example, when the first special symbol is being displayed during the variable display after the first special symbol variable process (step S112A) is started, the variable display of the second special symbol may become a small win and the game may be controlled to a small win game. In this case, the game control microcomputer 100 (specifically, the CPU 103) judges whether or not a small win game is being played (specifically, judges whether or not the value of the second special symbol process flag is a value corresponding to the second small win opening pre-processing to the second small win end processing), and if a small win game is being played, the value of the first special symbol process flag is not changed from the value corresponding to the first special symbol variable process, and if a small win game is not being played, the value of the first special symbol process flag can be updated to a value corresponding to the next first special symbol stop processing. By performing such control, the display of the first special symbol is suspended during a small win game based on the display of the second special symbol, and the display of the first special symbol is resumed after the small win game ends. Note that, without being limited to such control, for example, during a small win game based on the display of the second special symbol, the process of measuring the elapsed time since the first special symbol started to change may be suspended (the update of the timer is suspended).

[0207] Also, for example, the small win ending period as the small win end processing period may be configured to be different depending on the game state. For example, if the variable display of the first special symbol is configured to be interrupted in the normal state, the interruption period of the variable display of the first special symbol will be long, and if the difference between the execution period of the variable display of the first special symbol and the interruption period becomes large, it will be necessary to absorb the interruption period by stopping the swinging of the decorative symbol, etc., which will result in a performance that gives a sense of incongruity to the player. Therefore, in the normal state, it is desirable to make the small win ending period shorter than the KT state (first KT state, second KT state). In this case, for example, the small win ending period may be configured to be 0.5 seconds in the normal state, while the small win ending period may be 3 seconds in the KT state.

[0208] Also, when configured as described above, for example, in the first KT state, since the game ball is practically difficult to win in the small hit control and no special performance is performed, the small hit ending period may be configured to be shorter than in the second KT state. On the other hand, in the second KT state, since the game ball is easy to win in the small hit control and a performance emphasizing the small hit control is performed, the small hit ending period may be configured to be longer than in the first KT state. In this case, for example, the small hit ending period may be configured to be 0.5 seconds in the first KT state, while the small hit ending period may be configured to be 3 seconds in the second KT state.

[0209] Furthermore, the length of the small win fanfare period as a small win opening pre-processing period may be varied depending on the game status, similar to the small win ending period described above.

[0210] The first special symbol stop process of step S113A is executed when the value of the first special symbol process flag is "3". This first special symbol stop process includes a process for setting the first special symbol display device 4A to stop the variation of the first special symbol and to stop display (derive) the determined special symbol that is the display result of the first special symbol. Then, if the display result is "big win", the value of the first special symbol process flag is updated to "4". On the other hand, if the big win flag is off and the display result is "small win", the value of the first special symbol process flag is updated to "9". Also, if the display result is "miss", the value of the first special symbol process flag is updated to "0". If the display result is "small win" or "miss", when it is controlled to a certain probability state, KT state, or high base state, and the end of the number of times is established, the game state is also updated. When the value of the first special symbol process flag is updated, the first special symbol stop process ends.

[0211] The first gate passage waiting process of step S114A is executed when the value of the fourth special symbol process flag is "4". In this first gate passage waiting process, control is performed to wait for the game ball to pass through the passing gate 41. When the passing of the game ball through the passing gate 41 is detected, the value of the first special symbol process flag is updated to "5".

[0212] The first jackpot opening pre-processing in step S115A is executed when the value of the first special chart process flag is "5". This first jackpot opening pre-processing includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the first special chart process flag is updated to "6" and the first jackpot opening pre-processing is completed.

[0213] The first jackpot opening process in step S116A is executed when the value of the first special pattern process flag is "6". This first jackpot opening process includes a process for measuring the time elapsed since the large prize winning hole was opened, and a process for determining whether or not it is time to return the large prize winning hole from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the first count switch 23. When the large prize winning hole is returned to the closed state, a process for stopping the supply of a solenoid drive signal to the solenoid 82 for the large prize winning hole door is executed, and then the value of the first special pattern process flag is updated to "7", and the first jackpot opening process is terminated.

[0214] The first jackpot opening post-processing in step S117A is executed when the value of the first special chart process flag is "7". This first jackpot opening post-processing includes a process for determining whether the number of times the round in which the big prize winning hole is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the first special chart process flag is updated to "6", while when the number of times the round has been executed has reached the upper limit number of times, the value of the first special chart process flag is updated to "8". When the value of the first special chart process flag is updated, the first jackpot opening post-processing ends.

[0215] The first jackpot end process in step S118A is executed when the value of the first special chart process flag is "8". This first jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control, KT control, and high base control in response to the end of the jackpot game state. When such settings are made, the value of the first special chart process flag is updated to "0", and the first jackpot end process is terminated.

[0216] The first small win opening pre-processing in step S119A is executed when the value of the first special chart process flag is "9". This first small win opening pre-processing includes a process for setting the special winning port to be in an open state in the small win game state based on the display result being "small win". At this time, the value of the first special chart process flag is updated to "10", and the first small win opening pre-processing is terminated.

[0217] The first small win open process in step S120A is executed when the value of the first special chart process flag is "10". This first small win open process includes a process for measuring the elapsed time since the special winning port was opened, and a process for determining whether or not it is time to return the special winning port from the open state to the closed state based on the measured elapsed time. When the special winning port is returned to the closed state and it is time to end the small win game state, the value of the first special chart process flag is updated to "11", and the first small win open process ends.

[0218] The first small win end process of step S121A is executed when the value of the first special chart process flag is "11". This first small win end process includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is continued. When the waiting time at the end of the small win game state has elapsed, the value of the first special chart process flag is updated to "0", and the first small win end process ends.

[0219] The process executed in the second special symbol process (step S25B) is the same as the process executed in the first special symbol process (step S25A). That is, if "first" is read as "second" in the first special symbol process described in FIG. 5, the second special symbol process will be described. Also, each random number value extracted in the first start winning judgment process of the second special symbol process (step S25B) is stored as reserved information in the second reserved memory buffer provided in the RAM 102.

[0220] In this example, since the variable display of the first special symbol and the variable display of the second special symbol can be executed in parallel, for example, when the second special symbol is being displayed after the second special symbol variable process is started, the first special symbol may be displayed as a small win and the game may be controlled to a small win game. In this case, the game control microcomputer 100 (specifically, the CPU 103) judges whether or not a small win game is being played (specifically, judges whether or not the value of the first special symbol process flag is a value corresponding to the first small win opening pre-processing to the first small win end processing), and if a small win game is being played, the value of the second special symbol process flag is not changed from the value corresponding to the second special symbol variable process, and if a small win game is not being played, the value of the second special symbol process flag can be updated to a value corresponding to the next second special symbol stop processing. By performing such control, the display of the second special symbol is suspended during a small win game based on the display of the first special symbol, and the display of the second special symbol is resumed after the small win game ends. Note that, without being limited to such control, for example, the device may be configured to suspend the process of measuring the elapsed time since the second special symbol started to vary (suspend the update of the timer) during a small win game based on the display of the first special symbol.

[0221] In addition, with regard to the small win control based on the variable display of the second special pattern, the length of the small win fanfare period and the small win ending period may be configured to differ depending on the game state.

[0222] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.

[0223] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0224] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.

[0225] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0226] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the frame LED 9 and the decorative LED, and the driving operation of the movable body 32 are controlled to operate various performance devices. In addition, the control contents of the performance operations using various performance devices are judged, determined, and set according to the performance control command transmitted from the main board 11.

[0227] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0228] Fig. 7 is a flow chart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a look-ahead notice setting process (step S161). In the look-ahead notice setting process, for example, a judgment, decision, setting, etc. for executing the look-ahead notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process for displaying the reserved display is executed based on the reserved memory number specified from the performance control command.

[0229] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0230] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.

[0231] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.

[0232] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the frame LED 9 and decorative LEDs by outputting a command (illumination signal) to the LED control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, the CPU 120 stops displaying the fixed decorative pattern, which is the display result of the decorative pattern, in response to, for example, reading out an end code indicating the end of the variable display of the decorative pattern from the performance control pattern, or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.

[0233] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state or a small win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is a value corresponding to the small win performance process. Also, when a command that specifies the start of a big win game state or a small win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for the special drawing is terminated.

[0234] The small win performance processing in step S174 is a processing executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win game state, for example, and executes various performance controls in the small win game state based on the set content. In addition, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the small win end performance, and the small win performance processing is ended.

[0235] The small win end performance processing in step S175 is a process executed when the performance control process flag value is "5". In this small win end performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the end of the small win game state, for example, and executes various performance controls at the end of the small win game state based on the setting contents. After that, the value of the performance process flag is updated to the initial value "0", and the small win end performance processing is terminated.

[0236] The big win performance processing in step S176 is a processing executed when the performance process flag value is "6". In this big win performance processing, the performance control CPU 120...

Claims

[Claim 1] A gaming machine that performs variable display based on the passage of a gaming medium through a starting area and can be controlled to an advantageous state that is advantageous to a player, A setting means capable of setting a setting value related to the probability of being controlled to the advantageous state; a setting confirmation control means capable of controlling a setting confirmation state in which the setting value set by the setting means can be confirmed; an interrupt processing execution means for executing an interrupt processing capable of executing a process related to a game; A variable means for changing the state between a first state advantageous to a player and a second state disadvantageous to the player; a predetermined game execution means capable of executing a predetermined game a plurality of times in which the variable means is changed from the second state to the first state during the advantageous state; a variable timing means for timing a change period during which the variable means changes to the first state; a state notification means for notifying a user that the gaming machine has been controlled to the setting confirmation state; An effect execution means for executing a specific effect in which a specific light emitting means emits light and a specific sound is output based on the game medium passing through a starting area; A storage means capable of storing game information; an initialization means for initializing the game information stored in the storage means based on an operation of an initialization operation means; a setting permission state control means capable of controlling the setting permission state to a setting permission state for permitting setting of the setting value, The setting confirmation control means is capable of controlling the gaming machine to the setting confirmation state when power supply to the gaming machine starts and before the interrupt process is permitted, When the setting confirmation state is ended, the interrupt process is permitted, and after the interrupt process is permitted, the game machine is not controlled to the setting confirmation state until power supply to the game machine is stopped; when power supply to the gaming machine is started in a state in which the setting operation means is in an OFF state and the initialization operation means is in an OFF state, a game is resumed based on the game information stored in the storage means; When power supply to the gaming machine is started in a state in which the setting operation means is in an OFF state and the initialization operation means is in an ON state, the gaming information stored in the storage means is initialized; When power supply to the gaming machine is started in a state in which the setting operation means is in an ON state and the initialization operation means is in an ON state, the gaming machine is controlled to the setting permission state, When power supply to the gaming machine is started in a state in which the setting operation means is in an ON state and the initialization operation means is in an OFF state, the gaming machine is controlled to the setting confirmation state, when power supply to the gaming machine is stopped while the change period is being timed, and thereafter, when power supply to the gaming machine is started in a state in which the setting operation means is in an OFF state and the initialization operation means is in an OFF state, the time measurement of the change period is restarted with the resumption of power supply; When the power supply to the gaming machine is stopped while the change period is being timed, and thereafter the power supply to the gaming machine is started again in a state in which the setting operation means is in an ON state and the initialization operation means is in an OFF state, the time measurement of the change period is not resumed when the power supply is resumed, but is suspended until the setting confirmation state ends, and the time measurement of the change period is resumed when the setting confirmation state ends; When the setting confirmation state is entered, the specific performance is not executed, The storage means includes: The game information is stored in a predetermined area, and a specific area is stored in which setting value data indicating a setting value corresponding to an address higher than the predetermined area is stored. A region for storing information not used in a game is provided between the predetermined region and the specific region. A gaming machine characterized by:

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