Gaming Machines

The gaming machine allows for immediate setting confirmation and adjustment through variable display and interrupt processing, improving user experience by enabling quick setting checks during ongoing gameplay.

JP7601547B2Active Publication Date: 2024-12-17SANKYO CO LTD
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Patent Information

Application Number
JP2019105305
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

Existing gaming machines require players to wait until all ongoing processes are completed before they can check or adjust settings, hindering immediate confirmation of settings.

Method used

A gaming machine that allows for variable display of identification information and setting values, enabling interrupt processing for immediate setting confirmation, with features like variable timing, state notification, and initialization to facilitate quick setting adjustments.

Benefits of technology

Enables players to quickly check and adjust settings without interrupting gameplay, enhancing user experience and interest through dynamic display and control mechanisms.

✦ 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 capable of playing a game. [Background technology]

[0002] As shown in Patent Document 1, the setting value can be set to one of a plurality of setting values ​​that have different advantages for the player. be A gaming machine has been proposed. In such gaming machines, the setting confirmation process for checking the setting values ​​can only proceed to the next process when all main processes currently being executed have been completed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-200902 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the case of gaming machines such as those described in Patent Document 1, when a user wants to check the settings immediately, he or she must wait until all ongoing processing is completed, making it impossible to carry out the setting check work in an efficient manner.

[0005] The present invention has been made in view of the above circumstances, To provide a gaming machine that allows immediate setting confirmation The purpose is to: [Means for solving the problem]

[0006] The gaming machine of means 1 is Variable display of special identification information and Variable display of decorative identification information and said decorative identification information Less than A gaming machine that can be controlled to an advantageous state for a player by performing variable display of predetermined identification information based on the passage of a gaming medium through a start area, a setting means for setting a set value relating to the probability of being controlled to the advantageous state; a setting confirmation control means for controlling the setting value set by the setting means to a setting confirmation state in which the setting value 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 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 multiple 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 that the gaming machine has been controlled to the setting confirmation state; 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 the setting of a setting value; Preparation, 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 gaming machine is not controlled to the setting confirmation state until power supply to the gaming 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 permitted state, 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 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 the power supply to the gaming machine is started again with the setting operation means in the OFF state and the initialization operation means in the OFF state, the time measurement of the change period is restarted with the restart of the power supply, While the change period is being measured, the power supply to the gaming machine is stopped, and then When the 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 time counting of the change period is not restarted when the power supply is restarted, The measurement of the change period is suspended until the setting confirmation state ends, and the measurement of the change period is resumed when the setting confirmation state ends; When the setting confirmation state is entered, the variable display of the predetermined identification information is not executed, The storage means 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. An area for storing information not used in a game is provided between the predetermined area and the specific area. A gaming machine characterized by: The gaming machine (pachinko gaming machine 1) of means A1 is A setting means (game control microcomputer 100) that can set one of a plurality of setting values ​​(setting values ​​1 to 6 with different ranges of random numbers for determining a jackpot) with different advantageous degrees for the player; advantageous state control means capable of controlling the game to an advantageous state that is advantageous to the player; A performance control means (performance control CPU 120) for controlling the performance; Display means (performance control CPU 120, image display device 5), The performance control means A first setting suggestion effect relating to setting suggestions can be executed in a specific display area of ​​the display area of ​​the display means (a performance in which a "bell" combination is achieved can be executed by stopping and displaying the combination of mini-slot symbols [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 a second setting suggestion effect relating to setting suggestions can be executed in a predetermined display area of ​​the display area of ​​the display means (a performance in which the variation count display 16TM040 is displayed in a setting suggestion mode at the bottom left of the screen of the image display device 5 can be executed), When the variable display (variable display) is executed, it is determined whether or not to display the special display at different rates depending on the setting value (whether or not to execute the first setting suggestion effect is determined for each variable display (step S16TM2000), and as shown in Figure 9-6 (G), the execution rate of the first setting suggestion effect differs depending on the setting value), The first setting suggestion effect and the second setting suggestion effect have different execution rates (as shown in Figure 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 Figure 9-7 (M), the execution rate of the second setting suggestion effect is 10% (setting value 1) to 20% (setting value 6)). moreover, A variable display means (a game control microcomputer 100, a performance control CPU 120) capable of performing variable display (variable display), A game state control means (CPU 103) for controlling the game state is provided. The game state control means (CPU 103) It can be controlled to 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 hit RUSH state)) that is different from the advantageous state and is 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 variable state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability variable state) until a predetermined number of (50 or 100) special game games 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 from when the game state transitions to the high probability / high base state until a predetermined number of (50 or 100) special game games are executed without reaching a jackpot game state (51 times or later or 101 times or later)). In the first period, the selection rate of a variable display pattern whose variable display period is 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 is 30 seconds) or "super reach miss" (variable display period is 60 seconds), which is a variable display period longer than "non-reach miss (shortened fluctuation)" (variable display period is 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 is 1 second), which is a variable display period shorter than "non-reach miss (shortened fluctuation)" (variable display period is 5 seconds), is higher than in the first period [excluding final fluctuation]). A gaming machine characterized by: With this configuration, since the execution rates of the first setting suggestion effect and the second setting suggestion effect are different, it becomes possible for the player to guess the setting by combining the first setting suggestion effect and the second setting suggestion effect, which increases the interest. Furthermore, when the game state is in a special state, it is possible to realize sound gameplay and increase the interest of the game.

[0007] The gaming machine of means A2 is A gaming machine of means A1, A performance control means (performance control CPU 120) is provided to control the performance, The presentation control means determines whether or not to execute the first setting suggestion presentation at different rates depending on the setting value when the 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 setting value.) It is characterized by: With this configuration, the player can guess the setting value when the variable display is executed.

[0008] The gaming machine of means A3 is A gaming machine of means A1 or means A2, A performance control means (performance control CPU 120) is provided to control the performance, The presentation control means determines whether or not to execute the first setting suggestion presentation at different rates depending on the setting value when the variable display (variable display) by the variable display means (game control microcomputer 100, presentation control CPU 120) is executed, and after making that 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, determining whether or not to execute the second setting suggestion presentation in step S16TM2070). It is characterized by: According to this configuration, after deciding whether to execute the first setting suggestion effect, it is decided whether to execute the second setting suggestion effect, thereby enabling appropriate effect control that prioritizes the first setting suggestion effect.

[0009] The gaming machine of means A4 is Any gaming machine selected from means A1 to means A3, The display means (effect control CPU 120, image display device 5) does not display the first setting suggestion effect when a specific effect (battle effect in super reach) is executed (as shown in FIG. 9-10(12), in the mini slot symbol display areas 5L1, 5C1, 5R1 of the image display device 5, the combination of mini slot symbols corresponding to the first setting suggestion effect (in this example, [Bell] [Bell] [Bell]) is not displayed). It is characterized by: This configuration makes it possible to draw the player's attention to the specific effects.

[0010] The gaming machine of means A5 is Any gaming machine selected from means A1 to means A4, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decorative 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 decorative 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 that results in a winning combination of "bell"), a specific display (a combination of mini-slot symbols that results in a winning 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 that results in a winning combination of "miss", or a symbol "no display") in the specific area. It is characterized by: This configuration can increase the interest of the presentation that is executed in a specific area of ​​the display means.

[0011] The gaming machine of means A6 is Any gaming machine selected from means A1 to means A5, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decorative patterns), The display means (performance control CPU 120) can perform variable display of information different from the decoration identification information in a specific area (mini slot pattern display area 5L1, 5C1, 5R1) (variable display of mini slot pattern), 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 gaming state) is higher than when the special mode (freeze mode) does not occur (as shown in Figure 9-7 (K), when the mini-slot pattern performs a variable display in a freeze mode, the winning combination is "cherry (freeze)" or "7-match (freeze)", and a winning combination of "cherry" or more ("cherry" or "7-match") is confirmed, so there is a higher expectation of being controlled to the jackpot gaming state than when the mini-slot pattern performs a variable display in a normal mode). It is characterized by: According to this configuration, the variable display mode becomes a special mode, so that the player can be made to pay attention to the display means.

[0012] The gaming machine of means A7 is Any gaming machine selected from means A1 to means 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 probability of being controlled to the advantageous state varies depending on the type of the specific display (as shown in Figure 9-7(K), the probability of being controlled to the jackpot game state increases in the order of "watermelon" < "cherry" < "7-match"). It is characterized by: This configuration can attract attention to the type of specific display.

[0013] The gaming machine of means A8 Any gaming machine selected from means A1 to means 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 that displays the mini reel information 16TM200) that can display information about the display history (the winning probability of the winning combination being "bell") when a predetermined condition is met (when the "mini reel information" icon is selected by operating the stick controller 31A and the push button 31B while the menu screen is being displayed). 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 means A9, Any gaming machine selected from means A1 to means 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 symbol) different from the decorative identification information and the reduced identification information; an advantageous state control means (game control microcomputer 100) capable of controlling the game to an advantageous state (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 displaying the special identification information in a third area (a lower center of the screen) of the display area of ​​the display means; The first and third areas of the display means can display displays related to setting suggestions, while the second area limits displays related to setting suggestions (images corresponding to setting suggestions such as mini slot symbols are not displayed in the small symbol display areas 5l, 5c, and 5r). According to this configuration, it is possible to enhance the interest in the setting suggestion and to appropriately execute the variable display of the reduced identification information in the second area.

[0015] The gaming machine of means A10 Any gaming machine selected from means A1 to means A9, A setting means (game control microcomputer 100) that can set one of a plurality of setting values ​​(setting values ​​1 to 6 with different ranges of random numbers for determining a jackpot) with different advantageous degrees for the player; A variable display means (a game control microcomputer 100, a performance control CPU 120) capable of performing variable display (variable display), an advantageous state control means (game control microcomputer 100) capable of controlling the game to an advantageous state (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", or a symbol of "no display", "CHANCE", "super hot", or "FEVER"); 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 "bell" winning combination), 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 "bell" winning combination, and then statically display a combination of mini-slot symbols that will result in a "watermelon," "cherry," or "7-match," and further to statically display the symbols "no display," "CHANCE," "super hot," or "FEVER"). With 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) that can set one of a plurality of setting values ​​(setting values ​​1 to 6 with different ranges of random numbers for determining a jackpot) with different advantageous degrees for the player; A variable display means (a game control microcomputer 100, a performance control CPU 120) capable of performing variable display (variable display), an advantageous state control means (game control microcomputer 100) capable of controlling the game to an advantageous state (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 corresponding to a setting suggestion regarding the setting means (a combination of mini-slot symbols resulting in a "bell" combination) and a specific display corresponding to a suggestion of control of the advantageous state (a combination of mini-slot symbols resulting in a "watermelon", "cherry", or "sevens", or a symbol of "no display", "chance", "super hot", or "fever"); A corresponding display means (performance control CPU 120, image display device 5) capable of displaying a corresponding display (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 ("Geki-Hatsu") 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 "Cherry" combination is stopped and displayed in the mini-slot pattern display areas 5L1, 5C1, and 5R1, and then a character pattern of "Geki-Hatsu" 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 this 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 mode of the corresponding display. A gaming machine characterized by: This configuration allows the player to anticipate that the display corresponding to the special mode will change.

[0018] The gaming machine of means B3 is A gaming machine of means B1 or means B2, The effect execution means (effect control CPU 120) can execute, 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 Figures 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: This configuration can increase the interest of the changing effects.

[0019] The gaming machine of means B4 is A gaming machine of any one of means B1 to means B3, There are multiple types of specific displays (the winning combinations of the first mini-slot variable display are "miss," "watermelon," "cherry," and "sevens," and the display results of the second mini-slot variable display are "no display," "chance," "super hot," and "fever"); Depending on the type of the specific display, the appearance of the corresponding display that is the target of the variation effect 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 prediction effect is determined to be "miss," "watermelon," "cherry," or "sevens," and depending on which winning combination is determined, the selection rate of the display result of the second mini-slot variable display to be "no display," "chance," "super hot," or "fever" varies. Furthermore, since the display result of the second mini-slot variable display matches the appearance of the character icon added to the active display 16TM003, the appearance of the character icon added to the active display 16TM003 varies depending on which winning combination is determined to be the first mini-slot variable display in the expectation prediction effect). It is characterized by: According to this configuration, it is possible to associate the type of specific display with the mode of the corresponding display, thereby increasing the interest of the presentation.

[0020] The gaming machine of means B5 is Any gaming machine selected from means B1 to means B4, A performance control means (performance control CPU 120) is provided to control the performance, The presentation control means determines whether or not to display the special display at different rates depending on the setting value when the variable display (variable display) is executed by the variable display means (game control microcomputer 100, presentation control CPU 120), and after making this 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 to display a special display, it is determined whether to display a specific display, so that appropriate performance control that prioritizes the special display becomes possible.

[0021] The gaming machine of means B6 is Any gaming machine selected from means B1 to means B5, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decorative patterns), The display means (the performance control CPU 120, the image display device 5) can execute variable display of information (variable display of mini-slot symbols) different from the decorative 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 that results in a winning combination of "bell"), the specific display (a combination of mini-slot symbols that results in a winning combination of "watermelon", "cherry", or "sevens", or the letter symbols "CHANCE", "super hot", or "FEVER"), or a predetermined display (a combination of mini-slot symbols that results in a winning combination of "miss", or a symbol "no display") in the specific area. It is characterized by: This configuration can increase the interest of the presentation that is executed in a specific area of ​​the display means.

[0022] The gaming machine of means B7 Any gaming machine selected from means B1 to means B6, The variable display means (performance control CPU 120) is capable of variable display of decoration identification information (variable display of decorative patterns), The display means (performance control CPU 120) can perform variable display of information different from the decoration identification information in a specific area (mini slot pattern display area 5L1, 5C1, 5R1) (variable display of mini slot pattern), 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 gaming state) is higher than when the special mode (freeze mode) does not occur (as shown in Figure 9-7 (K), when the mini-slot pattern performs a variable display in a freeze mode, the winning combination is "cherry (freeze)" or "7-match (freeze)", and a winning combination of "cherry" or more ("cherry" or "7-match") is confirmed, so there is a higher expectation of being controlled to the jackpot gaming state than when the mini-slot pattern performs a variable display in a normal mode). It is characterized by: According to this configuration, the variable display mode becomes a special mode, so that the player can be made to pay attention to the display means.

[0023] The gaming machine of means B8 Any gaming machine selected from means B1 to means 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 probability of being controlled to the advantageous state varies depending on the type of the specific display (as shown in Figure 9-7(K), the probability of being controlled to the jackpot game state increases in the order of "watermelon" < "cherry" < "7-match"). It is characterized by: This configuration can attract attention to the type of specific display.

[0024] The gaming machine of means B9, Any gaming machine selected from means B1 to means 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 that displays the mini reel information 16TM200) that can display information about the display history (the winning probability of the winning combination being "bell") when a predetermined condition is met (when the "mini reel information" icon is selected by operating the stick controller 31A and the push button 31B while the menu screen is being displayed). 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 Any gaming machine selected from means B1 to means B9, The display means (performance control CPU 120) can display a special display (variation count display 16TM040) that suggests a set value in a special area (the 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 lottery every time a change display is made, and the second setting suggestion effect is executed by lottery every 25 times a change display is made), 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 Figure 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 Figure 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 effect execution rate 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 differs depending on whether it is a special display or a special display, so that the player can pay attention 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 in which a setting value can be set to one of a plurality of setting values ​​with different degrees of advantage for the player, and a variation pattern corresponding to the setting value is selected, as shown in JP 2018-47306 A.

[0027] However, in gaming machines that can be set to one of multiple setting values, if the setting value is high, the time required until the next jackpot occurs is short, which leads to excessive gambling and makes it difficult to achieve healthy gaming.On the other hand, if the setting value is low, the time required until the next jackpot occurs is long, which reduces 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 plurality of setting values.

[0029] The gaming machine of 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 game control microcomputer 100, a performance control CPU 120) capable of performing variable display (variable display), A game state control means (CPU 103) for controlling the game state is provided. The game state control means (CPU 103) It can be controlled to 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 hit RUSH state)) that is different from the advantageous state and is 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 variable state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability variable state) until a predetermined number of (50 or 100) special game games 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 from when the game state transitions to the high probability / high base state until a predetermined number of (50 or 100) special game games are executed without reaching a jackpot game state (51 times or later or 101 times or later)). In the first period, the selection rate of a variable display pattern whose variable display period is 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 is 30 seconds) or "super reach miss" (variable display period is 60 seconds), which is a variable display period longer than "non-reach miss (shortened fluctuation)" (variable display period is 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 is 1 second), which is a variable display period shorter than "non-reach miss (shortened fluctuation)" (variable display period is 5 seconds), is higher than in the first period [excluding final fluctuation]). A gaming machine characterized by: With this configuration, when the game state is in a special state, sound gameplay can be achieved and interest in the game can be increased.

[0030] The gaming machine of means AA2 is A gaming machine of means AA1, A performance control means (performance control CPU 120) is provided to control the performance, The game state control means (CPU 103) can control the game state to a predetermined state (low probability / high base state (time-shortened state)) that is different from the special state (high probability / high base state (probability variable state)) and is advantageous to the player, The effect control means can execute an effect that is common to the predetermined state and the first period (as shown in Figures 13-4 (B1) and (C1), after the end of a jackpot game, the effect control CPU 120 controls the effect mode to chance time in the first period of either game state when the game state is controlled to a low probability / low base state (time-shortened state) or when the game state is controlled to a high probability / high base state (probability variable state), so a common "evening image" is displayed as the background image of the decorative pattern, and the common words "chance time" are displayed at the top of the screen). A gaming machine characterized by: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0031] The gaming machine of means AA3 is A gaming machine of means AA1 or means AA2, A performance control means (performance control CPU 120) is provided to control the performance, The effect control means is capable of executing a suggestion effect suggesting a transition from the first period to the second period (as shown in Figures 13-13(1) and (5) to (7), in the first period [final variation] (the 50th special game after the result of the variation display of the first special symbol becomes "jackpot" or the 100th special game after the result of the variation display of the second special symbol becomes "jackpot"), the effect control CPU 120 executes a continuation challenge effect 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: According to this configuration, it is possible to increase the interest in the game during the first period.

[0032] The gaming machine of means AA4 is A gaming machine according to any one of means AA1 to AA3, The gaming state control means (CPU 103) can control the gaming state to a special state (small win gaming state) that 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 enter the special variable winning ball device). A gaming machine characterized by: This configuration can increase the interest in playing in special situations.

[0033] The gaming machine of means AA5 is A gaming machine according to any one of means AA1 to AA4, The game state control means (CPU 103) After the advantageous state (jackpot game state) ends, it is possible to control to a predetermined state (high probability / first KT state (probability change state)) which is a game state different from the special state (high probability / second KT state (small hit RUSH state)) and is advantageous to the player, 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 variable state), and if the next big win does not occur after 100 variable displays, a continuation challenge effect 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: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0034] The gaming machine of means AA6 is A gaming machine according to any one of means AA1 to AA4, The game state control means (CPU 103) After the advantageous state (jackpot game state) ends, it is possible to control to a predetermined state (high probability / first KT state (probability change state)) which is a game state different from the special state (high probability / second KT state (small hit RUSH state)) and is advantageous to the player, 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 jackpot game, the game transitions to a high probability / first KT state (probability variable state), and if the next jackpot does not occur in the variable display until the number of small jackpots reaches 50, a continuation challenge performance of a successful mode is executed in the variable display where the number of small jackpots has occurred 50 times, and from the next time onwards, the game transitions to a high probability / second KT state (small jackpot RUSH state) from the variable display where the number of small jackpots has occurred 50 times). A gaming machine characterized by: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0035] The gaming machine of means AA7 is A gaming machine according to any one of means AA1 to AA6, A performance control means (performance control CPU 120) is provided to control the performance, The performance control means (performance control CPU 120) can execute special performances (first setting suggestion performance, second setting suggestion performance) that suggest 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 display of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable display of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable display of the second period is 10%) A gaming machine characterized by: According to 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 is A gaming machine according to any one of means AA1 to AA7, A performance control means (performance control CPU 120) is provided to control the performance, The performance control means (performance control CPU 120) can execute a plurality of types of special performances (first setting suggestion performance, second setting suggestion performance) as special performances that suggest 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 gaming state is a high probability / high base state [first period] (YES in step S21TM1000), a decision is made in step S21TM1010 as to whether to execute the first setting suggestion effect, and a decision is made in step S21TM1050 as to whether to execute the second setting suggestion effect. On the other hand, as shown in FIG. 13-9, when the gaming state is a high probability / high base state [second period] (YES in step S21TM1060), a decision is made in step S21TM1080 as to whether to execute the first setting suggestion effect). A gaming machine characterized by: According to 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 (hold 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 transformation effect in the first period is different from the execution rate of the transformation effect in the second period (the execution rate of the transformation effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 is 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 (hold display, active display) corresponding to the variable display (variable display), The performance control means is capable of executing an action performance that acts on the corresponding display (the performance control CPU 120 is capable of executing an action performance that acts on a pending display or an active display), The execution rate of the effect effect in the first period is different from the execution rate of the effect effect in the second period (the execution rate of the effect effect is higher in the first period than in the second period). A gaming machine characterized by: According to this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0039] The gaming machine of means AA11 is 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 advantageous state (jackpot gaming state) is to be controlled before the variable display (variable display) is executed, The performance control means is capable of executing a notice performance based on the determination by the determination means (the performance control CPU 120 is capable of executing a pre-reading notice performance that predicts the probability of a jackpot in the variable display before execution (the variable display whose execution is pending)), The execution rate of the preview effect in the first period is different from the execution rate of the preview effect in the second period (the execution rate of the pre-read preview effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 one of a plurality of setting values ​​that differ in the degree of advantage for the player, and that selects a variation pattern according to the setting value. In a gaming machine that can be set to one of a plurality of setting values ​​as described in JP 2018-47306 A (FIG. 19), there is room for improving the enjoyment when the gaming machine is controlled to a state that is advantageous to the player. The inventions according to means BB1 to BB11 have been made in consideration of the above-mentioned situation, and aim to improve the enjoyment when the gaming machine is controlled to a state that is advantageous to the player, in a gaming machine that can be set to one of a plurality of setting values.

[0041] The gaming machine of means BB1 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 game control microcomputer 100, a performance control CPU 120) capable of performing variable display (variable display), A gaming state control means (CPU 103) for controlling the gaming state; A performance control means (performance control CPU 120) for controlling the performance, The game state control means (CPU 103) It can be controlled to 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 hit RUSH state)) that is different from the advantageous state and is 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 variable state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability variable state) until a predetermined number of (50 or 100) special game games 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 from when the game state transitions to the high probability / high base state until a predetermined number of (50 or 100) special game games are executed without reaching a 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 achieved (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 achieved by having a battle between an ally character and an enemy character after the reach state has been achieved), The execution rate of the specific effect in the first period is higher than the execution rate of the specific effect in the second period (when the fluctuation display result is "miss," as shown in Figure 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 Figure 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: This configuration can increase the interest in the game when the game state is in a special state.

[0042] The gaming machine of means BB2 is A gaming machine of means BB1, The game state control means (CPU 103) can control the game state to a predetermined state (low probability / high base state (time-shortened state)) that is different from the special state (high probability / high base state (probability variable state)) and is advantageous to the player, The effect control means can execute an effect that is common to the predetermined state and the first period (as shown in Figures 13-4 (B1) and (C1), after the end of a jackpot game, the effect control CPU 120 controls the effect mode to chance time in the first period of either game state when the game state is controlled to a low probability / low base state (time-shortened state) or when the game state is controlled to a high probability / high base state (probability variable state), so a common "evening image" is displayed as the background image of the decorative pattern, and the common words "chance time" are displayed at the top of the screen). A gaming machine characterized by: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0043] The gaming machine of means BB3 is A gaming machine of means BB1 or means BB2, The effect control means is capable of executing a suggestion effect suggesting a transition from the first period to the second period (as shown in Figures 13-13(1) and (5) to (7), in the first period [final variation] (the 50th special game after the result of the variation display of the first special symbol becomes "jackpot" or the 100th special game after the result of the variation display of the second special symbol becomes "jackpot"), the effect control CPU 120 executes a continuation challenge effect 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: According to this configuration, it is possible to increase the interest in the game during the first period.

[0044] The gaming machine of means BB4 is A gaming machine according to any one of means BB1 to means BB3, The gaming state control means (CPU 103) can control the gaming state to a special state (small win gaming state) that 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 enter the special variable winning ball device). A gaming machine characterized by: This configuration can increase the interest in playing in special situations.

[0045] The gaming machine of means BB5 is A gaming machine according to any one of means BB1 to means BB4, The game state control means (CPU 103) After the advantageous state (jackpot game state) ends, it is possible to control to a predetermined state (high probability / first KT state (probability change state)) which is a game state different from the special state (high probability / second KT state (small hit RUSH state)) and is advantageous to the player, 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 variable state), and if the next big win does not occur after 100 variable displays, a continuation challenge effect 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: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0046] The gaming machine of the means BB6, A gaming machine according to any one of means BB1 to means BB4, The game state control means (CPU 103) After the advantageous state (jackpot game state) ends, it is possible to control to a predetermined state (high probability / first KT state (probability change state)) which is a game state different from the special state (high probability / second KT state (small hit RUSH state)) and is advantageous to the player, 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 jackpot game, the game transitions to a high probability / first KT state (probability variable state), and if the next jackpot does not occur in the variable display until the number of small jackpots reaches 50, a continuation challenge performance of a successful mode is executed in the variable display where the number of small jackpots has occurred 50 times, and from the next time onwards, the game transitions to a high probability / second KT state (small jackpot RUSH state) from the variable display where the number of small jackpots has occurred 50 times). A gaming machine characterized by: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0047] Means BB7 gaming machine, A gaming machine according to any one of means BB1 to means BB6, The performance control means (performance control CPU 120) can execute special performances (first setting suggestion performance, second setting suggestion performance) that suggest 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 display of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable display of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable display of the second period is 10%) A gaming machine characterized by: According to this configuration, it is possible to increase the interest in the game during the first period and the second period.

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

[0049] Means BB9 gaming machine A gaming machine according to any one of means BB1 to means BB8, A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (hold display, active display) corresponding to a variable display (variable display) is provided, 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 transformation effect in the first period is different from the execution rate of the transformation effect in the second period (the execution rate of the transformation effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 is A gaming machine according to any one of means BB1 to means BB9, A corresponding display means (performance control CPU 120) capable of displaying a corresponding display (hold display, active display) corresponding to a variable display (variable display) is provided, The performance control means is capable of executing an action performance that acts on the corresponding display (the performance control CPU 120 is capable of executing an action performance that acts on a pending display or an active display), The execution rate of the effect effect in the first period is different from the execution rate of the effect effect in the second period (the execution rate of the effect effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 means BB11 is A gaming machine according to any one of means BB1 to means BB10, A determination means (CPU 103) is provided for determining whether or not the advantageous state (jackpot gaming 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 determination by the determination means (the performance control CPU 120 is capable of executing a pre-reading notice performance that predicts the probability of a jackpot in the variable display before execution (the variable display whose execution is pending)), The execution rate of the preview effect in the first period is different from the execution rate of the preview effect in the second period (the execution rate of the pre-read preview effect is higher in the first period than in the second period). A gaming machine characterized by: According to this configuration, it is possible to increase the interest in the game during the first period and the second period.

[0052] Furthermore, as shown in JP 2018-47306 A (FIG. 19), a gaming machine has been proposed that can set one of a plurality of setting values ​​with different advantageous degrees to the player and executes an effect suggesting the setting value. Regarding the gaming machine described in JP 2018-47306 A (FIG. 19), there is room for improving the interest of the effect relating to the suggestion of the setting. The inventions according to means C1 to C11 have been made in consideration of the above-mentioned circumstances, and aim to improve the interest of the effect relating to the suggestion of the setting.

[0053] The gaming machine of 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 game control microcomputer 100, a performance control CPU 120) capable of performing variable display (variable display), A gaming state control means (CPU 103) for controlling the gaming state; A presentation control means (presentation control CPU 120) capable of executing special presentations (first setting suggestion presentation, second setting suggestion presentation) relating to setting suggestions, The game state control means (CPU 103) It can be controlled to 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 hit RUSH state)) that is different from the advantageous state and is 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 variable state)) has a first period (the period from when the game state transitions to the high probability / high base state (probability variable state) until a predetermined number of (50 or 100) special game games 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 from when the game state transitions to the high probability / high base state until a predetermined number of (50 or 100) special game games are executed without reaching a 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 Figures 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 differs 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 display of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable display of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable display of the second period is 10%). A gaming machine characterized by: According to 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 means C2 is A gaming machine of means C1, The game state control means (CPU 103) can control the game state to a predetermined state (low probability / high base state (time-shortened state)) that is different from the special state (high probability / high base state (probability variable state)) and is advantageous to the player, The effect control means can execute an effect that is common to the predetermined state and the first period (as shown in Figures 13-4 (B1) and (C1), after the end of a jackpot game, the effect control CPU 120 controls the effect mode to chance time in the first period of either game state when the game state is controlled to a low probability / low base state (time-shortened state) or when the game state is controlled to a high probability / high base state (probability variable state), so a common "evening image" is displayed as the background image of the decorative pattern, and the common words "chance time" are displayed at the top of the screen). A gaming machine characterized by: This configuration can increase the interest in the game when the game state is in a predetermined state.

[0055] The gaming machine of means C3 is A gaming machine of means C1 or means C2, The effect control means is capable of executing a suggestion effect suggesting a transition from the first period to the second period (as shown in Figures 13-13(1) and (5) to (7), in the first period [final variation] (the 50th special game after the result of the variation display of the first special symbol becomes "jackpot" or the 100th special game after the result of the variation display of the second special symbol becomes "jackpot"), the effect control CPU 120 executes a continuation challenge effect 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: According to this configuration, it is possible to increase the 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) can control the gaming state to a special state (small win gaming state) that 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 enter the special variable winning ball device). A gaming machine characterized by: This configuration can increase the interest in 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 (jackpot game state) ends, it is possible to control to a predetermined state (high probability / first KT state (probability change state)) which is a game state different from the special state (high probability / second KT state (small hit RUSH state)) and is advantageous to the player, 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 variable state), and if the next big win does not occur after 100 variable displays, a continuation challenge effect 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: This configuration can 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 (jackpot game state) ends, it is possible to control to a predetermined state (high probability / first KT state (probability change state)) which is a game state different from the special state (high probability / second KT state (small hit RUSH state)) and is advantageous to the player, 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 jackpot game, the game transitions to a high probability / first KT state (probability variable state), and if the next jackpot does not occur in the variable display until the number of small jackpots reaches 50, a continuation challenge performance of a successful mode is executed in the variable display where the number of small jackpots has occurred 50 times, and from the next time onwards, the game transitions to a high probability / second KT state (small jackpot RUSH state) from the variable display where the number of small jackpots has occurred 50 times). A gaming machine characterized by: This configuration can 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 display of the second period, so the execution rate of the first setting suggestion effect for each variable display excluding the final variable display of the second period is 0%, and the execution rate of the first setting suggestion effect in the final variable display of the second period is 10%) A gaming machine characterized by: According to 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 A gaming machine according to any one of means C1 to C7, The performance control means (performance control CPU 120) can execute 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 gaming state is a high probability / high base state [first period] (YES in step S21TM1000), a decision is made in step S21TM1010 as to whether to execute the first setting suggestion effect, and a decision is made in step S21TM1050 as to whether to execute the second setting suggestion effect. On the other hand, as shown in FIG. 13-9, when the gaming state is a high probability / high base state [second period] (YES in step S21TM1060), a decision is made in step S21TM1080 as to whether to execute the first setting suggestion effect). A gaming machine characterized by: According to 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 means C9 is 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 (hold display, active display) corresponding to a variable display (variable display) is provided, 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 transformation effect in the first period is different from the execution rate of the transformation effect in the second period (the execution rate of the transformation effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 means C10 comprises: 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 (hold display, active display) corresponding to a variable display (variable display) is provided, The performance control means is capable of executing an action performance that acts on the corresponding display (the performance control CPU 120 is capable of executing an action performance that acts on a pending display or an active display), The execution rate of the effect effect in the first period is different from the execution rate of the effect effect in the second period (the execution rate of the effect effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 is 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 gaming 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 determination by the determination means (the performance control CPU 120 is capable of executing a pre-reading notice performance that predicts the probability of a jackpot in the variable display before execution (the variable display whose execution is pending)), The execution rate of the preview effect in the first period is different from the execution rate of the preview effect in the second period (the execution rate of the pre-read preview effect is higher in the first period than in the second period). A gaming machine characterized by: According to 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 allow the probability of a variable display result being a jackpot (the probability of being controlled to an advantageous state) to be changed by changing a setting value (see, for example, Japanese Patent Application Laid-Open No. 2010-200902). The gaming machine in Japanese Patent Application Laid-Open No. 2010-200902, for example, includes a determination random value generating means capable of generating a determination random value within a predetermined range for determining whether or not to control to an advantageous state. The determination of whether or not to control to an advantageous state is based on the determination random value generated by the determination random value generating means and an advantageous state determination value corresponding to a setting value set in the gaming machine. It is conceivable to vary the probability of controlling to an advantageous state by varying 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 varied for each setting value set in the gaming machine in this way, if the advantageous state determination value is set across multiple numerical ranges, it is necessary to perform multiple determinations of whether the determination random value matches the advantageous state determination value, resulting in a problem of a large processing load for determining whether or not to control to an advantageous state. The inventions relating to means 1 to 21 have been made with an eye 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 an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (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; 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; 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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 jackpot numerical range is set as a continuous numerical range with 1020 as the jackpot reference value regardless of whether the game 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 means 2 is the gaming machine according to means 1, a storage means (e.g., RAM 102) capable of storing setting value information that can identify 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 special symbol processing shown in Figure 10-41), and sets the advantageous state determination value included in the non-common numerical range corresponding to the setting value identified 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 determination random number value generated by the determination random number value generation means 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 special symbol processing shown in Figure 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 means 3 is the gaming machine according to means 2, The storage means can store the setting value information read from the storage means by the advantageous state determination means as used-for-determination 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-for-determination setting value in the processing of 207SGS566 of the special symbol normal processing shown in FIG. 10-41), The device further includes a comparison means (for example, a part in which the CPU 103 compares the setting value specified in the process of 207SGS550 with the used setting value in the process of 207SGS552 shown in FIG. 10-41) capable of comparing, at predetermined intervals, whether the setting value information stored in the storage means is the same as the used setting value information in the immediately preceding determination by the advantageous state determination means. 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 means 4 is the gaming machine according to means 3, The collation means performs the collation every time the advantageous state determination means determines whether or not to control to the advantageous state, as the predetermined period (for example, as shown in FIG. 10-41, the part that executes the process of 207SGS552 every time the CPU 103 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 means 5 is the gaming machine according to means 3 or 4, The system is provided with an error notification means capable of issuing an error notification indicating that the setting value information is abnormal when the result of the verification by the verification 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 having the performance control CPU 120 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 it is possible to deal with the abnormal setting value information quickly.

[0070] The gaming machine of means 6 is the gaming machine according to means 5, 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 is that the values ​​are not the same, and outputs error notification information indicating that the setting value information is abnormal to the error notification means (for example, as shown in Figure 10-41, when the CPU 103 determines that the setting value and the used setting value do not match as a comparison result of 207SGS552, a part that transitions to loop processing and a part that executes processing of 207SGS554 and sends 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 CPU 103 in the error notification process (207SGS439), and if an error designation command has been received, executes an error notification according to the received error designation command). It is characterized by the following. According to this feature, it is possible to prevent an inappropriate game from being executed due to a determination based on inappropriate setting value information.

[0071] The gaming machine of means 7 is the gaming machine according to any one of means 1 to means 6, 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 storage means (for example, a part where the CPU 103 executes the process of 207SGS510 in the start winning determination process in FIG. 10-39) that can store the random number value for determination generated by the random number value generation means for determination when the execution condition for variable display is established; A pre-determination means (for example, a part where the CPU 103 executes the random number value determination process shown in FIG. 10-40) that can determine in advance whether or not it is determined that the game will be controlled to the advantageous state based on reserved storage before the determination by the advantageous state determination means; Further provided with The preliminary determination means performs the preliminary determination by executing a process common to the process for determining whether or not the advantageous state determination means controls the game to be in the advantageous state (for example, a part in which the CPU 103 determines the variable display result using a variable display result determination module in the random number value determination process at the time of winning). It is characterized by the following. According to this feature, 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 means 8 is the gaming machine according to any one of means 1 to means 7, A gaming machine (for example, a pachinko gaming machine 1) that can be controlled to a special state (for example, 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 that can identify 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 processing 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 provided with The game control means can control to the special state based on the determination by the special state determination means that the special state should be controlled (for example, a part that updates the value of the special chart process flag to 8 "based on the variable display result being 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 setting value set by the setting means (for example, as shown in Figure 10-17, regardless of the setting 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 based on the special state determination value included in the common numerical range regardless of the setting value set by the setting means. Each time the determination is made, the setting value information stored in the storage means is read, and the special state determination value included in the common numerical range corresponding to the setting value specified from the read setting value information is set (for example, as shown in Figures 10-17 to 10-20, when the variable special symbol is the first special symbol, the numerical range of the small win determination value is 32767 to 33094 regardless of the setting value, and when the variable special symbol is the second special symbol, the numerical range of the small win determination value is 32767 to 33421 regardless of the setting value. However, when executing variable display, the CPU 103 always reads the setting value from the RAM 102, sets the display result determination table according to the read setting value, and determines whether or not the variable display result is a small win). It is characterized by the following. This feature reduces the processing load for determining whether or not to control to a special state, 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 special state determination value corresponding to the setting value identified from the setting value information can be standardized, thereby reducing the capacity of the processing program.

[0073] The gaming machine of means 9 is the gaming machine according to any one of means 1 to means 8, 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 Figures 10-17 to 10-20, when the setting value set in the pachinko gaming 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 disadvantageous 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 out of 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 means 10 is the gaming machine according to any one of means 1 to means 9, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (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; 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; 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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 jackpot numerical range is set as a continuous numerical range with 1020 as the jackpot reference value regardless of whether the game 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 make 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 make a judgment once 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 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 making the judgment as to whether or not to control to an advantageous state.

[0075] The gaming machine of means 11 is the gaming machine according to any one of means 1 to means 10, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 either 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 relative to the normal number based on the advantageous state being achieved; 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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), 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, within the predetermined numerical range (for example, as shown in Figures 10-17 and 10-18, the jackpot numerical range 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 make 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 make a judgment once 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 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 making the judgment as to whether or not to control to an advantageous state. Furthermore, for example, when determining whether to control to an advantageous 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 (whether the judgment random number value 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 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 means 12 is the gaming machine according to any one of means 1 to means 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 (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 it should be controlled to the advantageous state, and that can be controlled to the special state when it is determined by the special state determination means that it 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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), 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 that is 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 small hit determination values.) 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 using a first special state determination value corresponding to the variable display of the first identification information (for example, as shown in Figures 10-17 and 10-18, when the variable special symbol is the first special pattern, a portion that determines whether or not to control to the small win gaming state using 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 using a second special state determination value corresponding to the variable display of the second identification information (for example, as shown in Figures 10-19 and 10-20, when the variable special symbol is the first special pattern, a portion that determines whether or not to control to the small win gaming state using 655 determination values ​​included in the numerical range of the small win determination value), The numbers of the first special state determination value and the second special state determination value are different, but are set to be continuous numerical ranges from the common second reference value (for example, as shown in Figures 10-17 to 10-20, when the variable special symbol is the first special symbol, the number of determination values ​​included in the numerical range of the small hit determination value is 328, and when the variable special symbol is the second special symbol, the number of determination values ​​included in the numerical range of the small hit determination value is 655, but regardless of the variable special symbol, the numerical range of the small hit determination value is set to the common value 32767 as the small hit 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. 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 make 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 make a judgment once 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 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, 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 depending on the variable special diagram, thereby reducing the processing load for determining whether to control to a special state.

[0077] The gaming machine of means 13 is the gaming machine according to any one of means 1 to means 12, A gaming machine (e.g., a pachinko gaming machine 1) that can be 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 more disadvantageous to the player than the advantageous state, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 game should be controlled to the advantageous state, and can be controlled to the special state based on the determination 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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), The special state determination value is set to the same number regardless of the set value set by the setting means so as to be 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 set as a continuous numerical range of 3267 to 33094 with 32767 as the small win reference value if the variable special symbol is the first special symbol, and as a continuous numerical range of 3267 to 33421 with 32767 as the small win reference value if the variable special symbol is the second special symbol, in a range different from the numerical range of the big win determination value when the set value set in the pachinko gaming 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 make 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 make a judgment once 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 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 value is set across multiple numerical ranges, it would be necessary to make multiple judgments as to whether or not to control to a special state based on the judgment random number value generated by the judgment random number value generation means and each numerical range of the special state judgment value.However, in this invention, the common numerical range of the special state judgment value is set to be a continuous numerical range from the second reference value, so the special state judgment means only needs to make a judgment once as to whether or not to control to a favorable state based on the judgment random number value generated by the judgment random number value generation means and the common numerical range of the special state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to a special state.

[0078] The gaming machine of means 14 is the gaming machine according to any one of means 1 to means 13, A gaming machine (e.g., a pachinko gaming machine 1) that can be 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 more disadvantageous to the player than the advantageous state, A setting means (for example, 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 ​​(for example, values ​​ranging 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 determination values ​​and disadvantageous determination values ​​that have different probabilities of being controlled to the advantageous state; A random number generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 in which 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 control to the advantageous state, can control to the special state based on the determination by the special state determination means that control to the special state, and can control to a normal state (for example, a normal state or a time-shortened state) corresponding to a normal number that is the number of advantageous state determination values ​​corresponding to a set value, or a special state (for example, a probability variable 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 entered; 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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), 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 it is the normal state or the special state (for example, as shown in Figures 10-17 and 10-18, the jackpot numerical range is set as a continuous numerical range with 1020 as the jackpot reference value, regardless of whether it is the normal state or the special state), The special state determination value is set to a second common numerical range that is continuous from a second reference value that is different from the first reference value in a range that is different from the range of the advantageous state determination value corresponding to the special state at the setting value that has the highest probability of being controlled to the advantageous state, and the same number is set 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 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 symbol is the first special symbol, regardless of whether the setting value or the game state is normal, time-saving, or probability variable, the small win reference value is always 32767 and the continuous numerical range is 3267-33094, and if the variable special symbol is the second special symbol, regardless of whether the setting value or the game state is normal, time-saving, or probability variable, the small win reference value is always 32767 and the continuous numerical range is 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, 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 make 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 make a judgment once 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 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 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 would be necessary to make multiple judgments as to whether or not to control to a special state based on the judgment random number value generated by the judgment random number 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 the special state judgment means only needs to make a judgment once as to whether or not to control to a favorable state based on the judgment random number value generated by the judgment random number value generation means and the second common numerical range of the special state judgment value, thereby reducing the processing load for making the judgment as to whether or not to control to a special state.

[0079] The gaming machine of means 15 is the gaming machine according to any one of means 1 to means 14, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (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; 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; 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, 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 plurality of 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 in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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 Figures 10-55 and 10-56, with 1020 as the jackpot reference value, the range of 1020 to 1237 is set as the common numerical range of the jackpot determination 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 Figures 10-55 and 10-56, when the setting value is 2 to 6, the reference value is 60000, and the range from 60000 to a value corresponding to the setting 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 ranges of the advantageous state determination values, and the probability of being controlled to an advantageous state can be made different for each setting value simply by changing the non-common numerical range, thereby reducing the development burden of the gaming machine regarding the setting values. In particular, in this invention, the reference value of the non-common numerical range of the advantageous state determination values ​​is set to the minimum value of the non-common numerical range and a value greater than the maximum value of the common numerical range of the advantageous state determination values, or the reference value of the non-common numerical range of the advantageous state determination values ​​is set to the maximum value of the non-common numerical range and a value smaller than the minimum value of the common numerical range of the advantageous state determination values. This prevents the common numerical range and the non-common numerical range of the advantageous state determination values ​​from overlapping even if the number of advantageous state determination values ​​included in the non-common numerical range increases depending on the setting value, thereby further reducing the development burden of the gaming machine regarding the setting values.

[0080] The gaming machine of means 16 is a gaming machine according to any one of means 1 to means 14, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, A setting means (for example, 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 (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 generator (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; 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; 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, so that the probability of being controlled to the jackpot game state varies), As the advantageous state determination value, 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 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 within a predetermined numerical range, The common numerical range is set to be a continuous numerical range from a predetermined reference value (for example, as shown in Figures 10-55 and 10-56, with 1020 as the jackpot reference value, the range of 1020 to 1237 is set as the common numerical range of the jackpot determination 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 Figures 10-55 and 10-56, when the setting value is 2 to 6, the reference value is 60000, and the range from 60000 to a value corresponding to the setting 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 ranges of the advantageous state determination values, and the probability of being controlled to an advantageous state can be made different for each setting value simply by changing the non-common numerical range, thereby reducing the development burden of the gaming machine regarding the setting values. In particular, in this invention, the reference value of the non-common numerical range of the advantageous state determination values ​​is set to the minimum value of the non-common numerical range and a value greater than the maximum value of the common numerical range of the advantageous state determination values, or the reference value of the non-common numerical range of the advantageous state determination values ​​is set to the maximum value of the non-common numerical range and a value smaller than the minimum value of the common numerical range of the advantageous state determination values. This prevents the common numerical range and the non-common numerical range of the advantageous state determination values ​​from overlapping even if the number of advantageous state determination values ​​included in the non-common numerical range increases depending on the setting value, thereby further reducing the development burden of the gaming machine regarding the setting values.

[0081] The gaming machine of means 17 is a gaming machine according to any one of means 1 to means 16, A gaming machine (e.g., a pachinko gaming machine 1) that can be 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 more disadvantageous to the player than the advantageous state, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 game should be controlled to the advantageous state, and can be controlled to the special state based on the determination 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, so that the probability of being controlled to the jackpot game state varies), The advantageous state determination value is set to a common numerical range (for example, a common numerical range of a jackpot determination value in the range of 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 that is not set in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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 being the jackpot reference value). The special state determination value is set to the same number within 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 win determination value is set to a numerical range that includes 328 determination values ​​consecutively within the numerical range of the big win 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 determination value and the numerical range of the special state determination value are set continuously, so when determining whether to control to an advantageous state or a special state based on whether the determination random number value generated by the determination random number value generation means is a value between the minimum and maximum of the advantageous state determination value or special state determination value (whether it is a value within the numerical range of the advantageous state determination value or whether it is a value within the numerical range of the special state determination value), it is possible to determine at once whether to control to an advantageous state or a special state by determining whether the determination random number value generated by the determination random number value generation means is a value between the minimum value of the numerical range of the advantageous state determination value and the maximum value of the numerical range of the special state determination value, or whether the determination random number value generated by the determination random number value generation means is a value between the maximum value of the numerical range of the advantageous state determination value and the maximum value of the numerical range of the special state determination value, thereby reducing 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 means 18 is a gaming machine according to any one of means 1 to means 17, 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 (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 game should be controlled to the advantageous state, and can be controlled to the special state based on the determination 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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), 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 in a second common numerical range that is continuous from a second reference value that is different from the first reference value in a range that is 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 using a first special state determination value corresponding to the variable display of the first identification information (for example, as shown in Figures 10-17 and 10-18, when the variable special symbol is the first special pattern, a portion that determines whether or not to control to the small win gaming state using 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 using a second special state determination value corresponding to the variable display of the second identification information (for example, as shown in Figures 10-19 and 10-20, when the variable special symbol is the first special pattern, a portion that determines whether or not to control to the small win gaming state using 655 determination values ​​included in the numerical range of the small win determination value), Although the number of the first special state determination value and the second special state determination value is different, they are set to a range different from the range of the advantageous state determination 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 symbol is the first special symbol, the number of determination values ​​included in the numerical range of the small hit determination value is 328, and when the variable special symbol is the second special symbol, 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 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 setting value is set to 6 in the pachinko gaming machine 1. With 32767 as the small win reference value, if the variable special symbol is the first special symbol, it is set to the numerical range of 32767 to 33094, and if the variable special symbol is the second special symbol, it is set to the numerical range of 32767 to 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, 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 make 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 make a judgment once 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 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 value is set across multiple numerical ranges, it would be necessary to make multiple judgments as to whether or not to control to a special state based on the judgment random number value generated by the judgment random number value generation means and each numerical range of the special state judgment value.However, in this invention, the common numerical range of the special state judgment value is set to be a continuous numerical range from the second reference value, so the special state judgment means only needs to make a judgment once as to whether or not to control to a favorable state based on the judgment random number value generated by the judgment random number value generation means and the common numerical range of the special state judgment value, thereby reducing the processing load for making the judgment as to 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. Furthermore, 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 depending on the variable special diagram, thereby reducing the processing load for determining whether to control to a special state.

[0083] The gaming machine of means 19 is the gaming machine according to any one of means 1 to means 18, 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 (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, 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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 in which 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 control to the advantageous state, can control to the special state based on the determination by the special state determination means that control to the special state, and can control to a normal state (for example, a normal state or a time-shortened state) corresponding to a normal number that is the number of advantageous state determination values ​​corresponding to a set value, or a special state (for example, a probability variable 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 entered; 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, 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 plurality of 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 in the advantageous state determination value of the disadvantageous setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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), As the special state determination value, regardless of the setting 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 Figure 10-17, regardless of the setting 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 it is the normal state or the special state (for example, as shown in Figures 10-17 and 10-18, the jackpot numerical range is set as a continuous numerical range with 1020 as the jackpot reference value, regardless of whether it 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 Figures 10-17 to 10-20, the numerical range of the small win determination value is a range 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 gaming machine 1, and if the variable special symbol is the first special symbol, regardless of whether the setting value or the game state is the normal state, the time-saving state, or the probability variable state, it is always set as a continuous numerical range of 3267 to 33094 with 32767 as the small win reference value, and if the variable special symbol is the second special symbol, regardless of whether the setting value or the game state is the normal state, the time-saving state, or the probability variable state, it is always set as a continuous numerical range of 3267 to 33421 with 32767 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, if the variable special pattern is the first special pattern, 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, regardless of the set value, and if the variable special pattern is the second special pattern, the numerical range is always set as a continuous numerical range of 3267 to 33421 with 32767 as the small win reference value, regardless of the set 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 using a first special state determination value corresponding to the variable display of the first identification information (for example, as shown in Figures 10-17 and 10-18, when the variable special symbol is the first special pattern, a portion that determines whether or not to control to the small win gaming state using 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 using a second special state determination value corresponding to the variable display of the second identification information (for example, as shown in Figures 10-19 and 10-20, when the variable special symbol is the first special pattern, a portion that determines whether or not to control to the small win gaming state using 655 determination values ​​included in the numerical range of the small win determination value), Although the number of the first special state determination value and the second special state determination value is different, 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 is set to a range different from that of 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 win 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 win determination value is 328). 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 setting value is set to 6 in the pachinko gaming machine 1. When the variable special symbol is the first special symbol, the numerical range is set to 32767 to 33094, with 32767 as the small win reference value, and when the variable special symbol is the second special symbol, the numerical range is set to 32767 to 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, 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 make 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 make a judgment once 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 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 value is set across multiple numerical ranges, it would be necessary to make multiple judgments as to whether or not to control to a special state based on the judgment random number value generated by the judgment random number value generation means and each numerical range of the special state judgment value.However, in this invention, the common numerical range of the special state judgment value is set to be a continuous numerical range from the second reference value, so the special state judgment means only needs to make a judgment once as to whether or not to control to a favorable state based on the judgment random number value generated by the judgment random number value generation means and the common numerical range of the special state judgment value, thereby reducing the processing load for making the judgment as to 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 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 (whether the judgment random number value 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 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. Furthermore, 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 depending on the variable special diagram, thereby reducing the processing load for determining whether to control to a special state.

[0084] The gaming machine of means 20 is a gaming machine according to any one of means 1 to means 19, A gaming machine (e.g., a pachinko gaming machine 1) that can be 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 more disadvantageous to the player than the advantageous state, A setting means (for example, 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 ​​including advantageous setting values ​​and unfavorable setting values ​​with different probabilities of being controlled to the advantageous state (for example, values ​​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 generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 game should be controlled to the advantageous state, and can be controlled to the special state based on the determination 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, 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 plurality of 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 in the advantageous state determination value of the unfavorable setting value (for example, a non-common numerical range of a jackpot determination value that ranges 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 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 first reference value in a range different from the first common numerical range (for example, as shown in Figures 10-55 and 10-56, when the setting value is 2 to 6, 60000 is used as the reference value, and the range from 60000 to a value corresponding to the setting value is set as the non-common numerical range of the jackpot determination value), The special state determination value is set to the same number in a range different from the common numerical range and non-common numerical range of the advantageous state determination value so as to be in a second common numerical range continuous from a second reference value different from the first reference value and the specific reference 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 symbol is the first special symbol, the numerical range is always set to the range of 32767 to 33094, and if the variable special symbol is the second special symbol, the numerical range is always set to the range of 3267 to 33421, regardless of the set value). It is characterized by the following. According to this feature, 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 can be reduced. In particular, in this invention, since the determination of whether to control to a special state is always based on the same numerical range of the small hit determination value, the processing load for determining whether to control to a special state can be reduced, and the amount of data related to the process of determining whether to control to a special state can be reduced.

[0085] The gaming machine of means 21 is a gaming machine according to any one of means 1 to means 19, A gaming machine (e.g., a pachinko gaming machine 1) that can be 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 more disadvantageous to the player than the advantageous state, A setting means (for example, a part where the CPU 103 executes the setting value change process shown in FIG. 10-32) that can set the setting value to one of multiple setting values ​​(for example, 1 to 6) that have different probabilities of being controlled to the advantageous state; A random number generator (for example, a random number circuit 104 or a game control counter setting unit 207SG154) capable of generating a random number for determining whether to control to the advantageous state or not and whether to control to the special state; 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 processing 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 game should be controlled to the advantageous state, and can be controlled to the special state based on the determination 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, 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 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 first reference value in a range different from the common numerical range (for example, as shown in Figures 10-55 and 10-56, when the setting value is 2 to 6, 60000 is used as the reference value, and the range from 60000 to a value corresponding to the setting value is set as the non-common numerical range of the jackpot determination value), The special state determination value is set to the same number in a range different from the common numerical range and non-common numerical range of the advantageous state determination value so as to be a continuous common numerical range from a second reference value different from the first reference value and the specific reference 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 symbol is the first special symbol, the numerical range is always set to the range of 32767 to 33094, and if the variable special symbol is the second special symbol, the numerical range is always set to the range of 3267 to 33421, regardless of the set set value). It is characterized by the following. According to this feature, 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 can be reduced. In particular, in this invention, since the determination of whether to control to a special state is always based on the same numerical range of the small hit determination value, the processing load for determining whether to control to a special state can be reduced, and the amount of data related to the process of determining whether to control to a special state can be reduced.

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

[0087] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2]FIG. 1 is a diagram showing the configuration of various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart showing an example of a first special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] FIG. 2 is a block diagram showing an example of a circuit configuration of a pachinko gaming 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. 10 is an explanatory diagram showing a display result determination table. [Figure 8-5] (1) to (3) are explanatory diagrams showing the presentation modes 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. 10 is a timing diagram showing an output period of a security signal. [Figure 8-10] FIG. 10 is an explanatory diagram showing an example of 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] 10A is an explanatory diagram showing the control when a power interruption occurs before a set value is determined, and FIG. 10B is an explanatory diagram showing the control when a power interruption occurs after a set value is determined. [Figure 9-1] 10A to 10C are explanatory diagrams showing specific examples of display information displayed on the image display device. [Figure 9-2] 10 is a flowchart showing an example of a change presentation determination process executed when a starting prize is won. [Figure 9-3] FIG. 1A is an explanatory diagram showing a table for determining the final display mode of the active display, and FIG. 1B is an explanatory diagram showing a table for determining the change pattern of the active display. [Figure 9-4] An explanatory diagram showing a table for determining the change pattern of the hold display. [Figure 9-5] 10 is a flowchart showing an example of a performance determination process executed when fluctuations start. [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 prediction effect, which is used when the first setting suggestion effect is executed, (I1) and (I2) are explanatory diagrams showing tables for determining whether or not to execute the expectation prediction effect, which is used when the first setting suggestion effect is not executed, and (J) is an explanatory diagram showing a table for determining the presentation style of the second change effect. [Figure 9-7] (K) is an explanatory diagram showing a table for determining the winning combination of the expectation prediction effect used when the first setting suggestion effect is executed, (L) is an explanatory diagram showing a table for determining the winning combination of the expectation 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] This is a time chart showing the execution timing of various effects. [Figure 9-9] FIG. 10 is an explanatory diagram showing specific examples of various presentation modes. [Figure 9-10] FIG. 10 is an explanatory diagram showing specific examples of various presentation modes. [Figure 9-11] FIG. 10 is an explanatory diagram showing a specific example of mini reel information. [Figure 10-1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 10-2] FIG. 1 is a configuration diagram showing various control boards and the like 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 shift patterns 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] 10A and 10B 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. 10 is a diagram illustrating a variation pattern. [Figure 10-11] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-12] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-13] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-14] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-15] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-16] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 10-17] This is a diagram showing the numerical range of big hits and small hits in the variable display of the first special chart in normal state or 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 big hits and small hits in the variable display of the second special chart in normal state or 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] 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 jackpots. [Figure 10-24] An explanatory diagram showing a loss fluctuation pattern determination table. [Figure 10-25] FIG. 2 is an explanatory diagram showing a game control data storage area. [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] 1A is a front view of the display monitor, FIG. 1B is a diagram showing the display mode of the display monitor, and FIG. 1C is an explanatory diagram of the display content. [Figure 10-28] 10 is a time chart showing display times of items displayed on a display monitor. [Figure 10-29] 10A and 10B are explanatory diagrams illustrating changes in the display content of the display monitor. [Figure 10-30] 10 is a flowchart showing a game control main process. [Figure 10-31] FIG. 1A is a flowchart showing a RAM clearing process, and FIG. 1B is a schematic diagram of the RAM. [Figure 10-32] 10 is a flowchart showing a setting change process. [Figure 10-33] 10 is a flowchart showing a setting confirmation process. [Figure 10-34] 10 is a flowchart illustrating a power interruption detection process. [Figure 10-35] 10A and 10B are diagrams illustrating changes in the display mode of the display monitor. [Figure 10-36](A) is a diagram showing the display state of the display monitor during a cold start, and (B) is a diagram showing 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, hold display device, right-hit lamp, and 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 a setting value abnormality error occurs or when power is restored after a power outage during a setting change. [Figure 10-38] A diagram showing a part of the timer interrupt processing for game control. [Figure 10-39] 10 is a flowchart showing the start winning determination process. [Figure 10-40] 10 is a flowchart showing the random number value determination process when a prize is won. [Figure 10-41] 10 is a flowchart showing normal processing of special symbols. [Figure 10-42] 10 is a flowchart showing a variable display result determination module. [Figure 10-43] 10 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. 10 is an explanatory diagram showing the initial design for each received command. [Figure 10-46] 10 is an explanatory diagram showing the notification mode when the pachinko gaming machine is started up. FIG. [Figure 10-47] 10A and 10B are explanatory diagrams showing examples of operation of non-detection operation control and actual operation check operation control. [Figure 10-48] 10A and 10B are diagrams illustrating operation speeds in non-detection operation control and actual operation check operation control. [Figure 10-49] 10 is a timing chart showing the relationship between the timing at which the setting value is changed and the timing at which the setting value check is completed 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 illustrating a power interruption detection process. [Figure 10-52] 10 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] 10 is a flowchart showing a setting value change process in a characteristic part 10F. [Figure 11-2] 10 is a flowchart showing a setting value change process in a characteristic part 10F. [Figure 11-3] 10 is a flowchart showing the game stop start processing in characteristic section 10F. [Figure 11-4] 10 is a flowchart showing the game stop termination processing in characteristic section 10F. [Figure 12-1] 10 is a diagram illustrating an example of a performance control command in the characteristic section 40F. FIG. [Figure 12-2] 10 is a flowchart showing the main processing for controlling performance in characteristic section 40F. [Figure 12-3] 10 is a flowchart showing the sub-side game stop processing in characteristic section 40F. [Figure 13-1] FIG. 10 is an explanatory diagram showing a display result determination table that is referenced in a low probability state. [Figure 13-2] FIG. 10 is an explanatory diagram showing a display result determination table that is referenced in a high probability state. [Figure 13-3] (A) is an explanatory diagram showing a jackpot type determination table for the first special symbol, and (B) is an explanatory diagram showing a jackpot type determination table for the second special symbol. [Figure 13-4](A) is an explanatory diagram showing a specific example of a pending display and an active display in a low probability / low base state, (B) is an explanatory diagram showing a specific example of a pending display and an active display in a low probability / high base state, and (C) is an explanatory diagram showing a specific example of a pending display and an active display in a high probability / high base state. [Figure 13-5] An explanatory diagram showing the game flow for each presentation mode. [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] 10 is a flowchart showing an example of a process for determining the effects at the start of fluctuation. [Figure 13-10] (A) is an explanatory diagram showing a table for determining whether or not to execute the first setting suggestion effect, (B) is an explanatory diagram showing a table for determining whether or not to execute the cut-in preview effect, and (C) is an explanatory diagram showing a table for determining whether or not to execute the second setting suggestion effect. [Figure 13-11] (A) is an explanatory diagram showing a specific example of the presentation style for the first setting suggestion presentation in the first period, and (B) is an explanatory diagram showing a specific example of the presentation style for 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] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode related to a continuation challenge presentation. DETAILED DESCRIPTION OF THE INVENTION

[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) Figure 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 forms 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, which serve 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, to the right of the play 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 multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.

[0091] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or 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." Also, 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." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[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 prompt a right-hit operation, which aims at the right side of the game area and performs a firing operation. The right-hit indicator 26 is, for example, composed of an LED, and its lighting is controlled 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 also 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 symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols 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 symbol, and a second pending display area 5B for displaying a pending display corresponding to the variable display of the second special symbol are provided. Note that a display area for displaying an active display corresponding to the variable display being executed may also 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-compatible 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 up 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 including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories 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 gaming ball that enters the first start winning hole is guided to the back of the gaming board 2 and detected by the first start hole switch 22A. When a gaming ball is detected by the first start hole switch 22A, a predetermined number of gaming 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 game balls that flow 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 row of nails 19 that prevents game balls that flow 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 (a so-called left-hit operation).

[0102] In this example, the arrangement is shown in which the row of nails 19 is provided so that the gaming ball can enter the first start winning hole only when a left-handed shot is performed, but this is not limited to such an arrangement. For example, the first start winning hole may be provided on the left side of the playing area so that the gaming ball can enter the first start winning hole only when a left-handed shot is performed, or the first start winning hole may be provided on the left side of the playing area and the row of nails 19 is also provided so that the gaming ball can enter the first start winning hole only when a left-handed shot is performed.

[0103] A passing gate 41 is provided to the right of the image display device 5. A 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 prize opening is provided below the passage gate 41. The special variable winning ball device 7 extends left and right in a slightly inclined state. The special variable winning ball device 7 moves a plate-shaped bottom member, which forms the bottom surface of the flow path through which the game balls flow, back and forth to change the large prize opening located below the bottom member between an open state (also called an open state) in which game balls can enter and a closed state (also called a closed state) in which game balls cannot enter. In a large prize game state that occurs when a specific display result (a large prize 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 opening control by moving the bottom member forward from a closed state in which it is moved forward to move the bottom member backward to open the large prize opening, which is the prize area.

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

[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 Figure 1, the special variable winning ball device 7 is formed so that the bottom member is slightly inclined from the upper left to the lower right, so that if the special variable winning ball device 7 is in the closed state, a game ball that falls onto the special variable winning ball device 7 will move from the upper left to the lower right over the special variable winning ball device 7 and fall 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 Figure 1, the special variable winning ball device 17 and the variable winning ball device 6B have bottom members that are slightly inclined from the upper right to the lower left, so that when the special variable winning ball device 17 or the variable winning ball device 6B is in the closed state, the game balls on the special variable winning ball device 17 or the variable winning ball device 6B move from the upper right to the lower left on the special variable winning ball device 17 or the variable winning ball device 6B. 1, since the special variable winning ball device 17 and the variable winning ball device 6B are arranged next to each other, if a gaming ball falls onto the variable winning ball device 6B without winning the special variable winning ball device 7, and the bottom member of the variable winning ball device 6B is moved backward and the second start winning port is open, the gaming ball will win in the second start winning port and will not flow toward the special variable winning ball device 17. On the other hand, if the second start winning port is not open, the gaming ball will move over 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 port is open, the gaming ball will win in the special winning port. Furthermore, if the special winning opening is not open, the game ball will move on the bottom member of the special variable winning ball device 17 and fall 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 provided with a plurality of regulating pieces that slow down the speed at which game balls flow down the bottom members. In this example, the provision of 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 direction of the game balls flowing down so that they snake with a forward-backward component as they flow down from the upper left to the lower right or from the upper right to the lower left, and the time it takes for the game balls to flow down is slower than if there were no regulating pieces.

[0109] In this example, as shown in Figure 1, the special variable winning ball device 17 is positioned on the left side and the variable winning ball device 6B is positioned on the right side, but the bottom members of the special variable winning ball device 17 and the variable winning ball device 6B are formed so that they 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 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] The large prize opening is provided with a switch (first count switch 23) capable of detecting a game ball that has entered 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) are paid out as prize balls based on this 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, the player is in an advantageous state. 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, the player is unable to get a prize ball by passing (entering) the game ball through the large prize opening, which puts the player in a disadvantageous state.

[0111] The special winning opening is provided with a switch (second count switch 24) capable of detecting a game ball that has entered the special winning opening. When the second count switch 24 detects a game ball, a predetermined number of game balls (e.g., 10) are paid out as prize balls based on the detection information. When a game ball passes through (enters) the special winning opening that is in the open state of the special variable winning ball device 17, the number of prize balls paid out is smaller than when a game ball enters the large winning opening, but more prize balls are paid out than when a game ball passes through (enters) other winning openings, such as the first start winning opening 1 or the second start winning opening. Therefore, when the special variable winning ball device 17 is controlled to open and the special winning opening 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 be at a disadvantage because he or she will not be able to get a winning ball by passing (entering) the game ball through the special winning opening.

[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 this 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 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-hit operation).

[0115] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). 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 referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting 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, on 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 showing "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 normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.

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

[0122] A movable body 32 that moves in accordance with 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 gaming 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 gaming ball toward the gaming area by the ball-hitting device.

[0124] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning 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 on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0126] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on 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 gaming machine 1, when the gaming state is normal, it is advantageous for the player to perform a firing operation (a so-called left-hand hit operation) by aiming at the left side of the gaming area. When the player rotates the ball hitting operation handle 30 provided in the pachinko gaming machine 1 to perform a left-hand hit operation, and the gaming 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 a 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 (when 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 suspended up to a specified upper limit number (for example, 4).

[0130] In the first special game, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot, as described below) is displayed as a fixed special symbol, it is a "jackpot." Also, if a special symbol different from the jackpot symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "miss." Note that even in the first special game, it may be configured so that a small winning symbol may be displayed at an extremely low rate, resulting in a "small winning."

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

[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 of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This 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 maximum number of times (15 times or 2 times) is reached.

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

[0134] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number 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 variable state (high probability state), KT state, high base state, etc.), and the jackpot type is set according to these. As the jackpot type, there may be provided a jackpot type in which many prize balls can be obtained, and a jackpot type in which few 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 not only improves the fluctuation efficiency of special symbols but also makes it easier to win 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 gaming 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 (the 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 the normal symbol game compared to the normal state. The high base state is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0139] The probability change state, KT state, and high base state continue until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count cut (count 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 probability state, KT state, and 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 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 the specified recovery process is not performed after power is turned on, such as when a system reset is performed).

[0141] When the jackpot game ends and the game state is controlled to a probability variable state, KT state, or high base state, it is advantageous for the player to aim at the right side of the game area and perform a firing operation (right-hit operation). When the player rotates the ball-hitting operation handle 30 provided on the pachinko game machine 1 to perform a right-hit operation and the game ball passes through the passage gate 41, a normal game is started using the normal symbol display 20. Note that if the game ball passes through the passage gate 41 during the period in which the previous normal game is being played (if the game ball passes through the passage gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is suspended up to a predetermined upper limit (for example, 4).

[0142] In this normal game, if a specific normal symbol (a 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 (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "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 starting 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 the confirmed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as 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 "loser," it is a "loser."

[0145] After the display result in the second special symbol game becomes "big hit," the game state is controlled to a big hit game state, which is an advantageous state for the player, on the condition that the game ball has passed through the passage gate 41. After the display result in the second special symbol game becomes "small hit," the game state is controlled to a small hit 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 manner. In addition, similar to the big win type, a small win type may also be set for the "small win".

[0147] After the small hit game state ends, the game state is not changed, and the game state continues to be controlled as it was before the display result of the special game became 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-cutoff, 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 opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.

[0149] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These 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, they may also be executed by audio 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 in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on 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 statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0151] During the period from when the variable display of the decorative symbols starts to when it ends, 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 stopped and displayed form part of a jackpot combination, which will be described later.

[0152] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) 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 "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot 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 the 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 predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0154] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[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 the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," 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 "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."

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

[0157] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned 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 symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read 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, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.

[0159] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and 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 effect is executed).

[0161] (Board configuration) The pachinko gaming 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 other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing 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 game (including management of reserved games), execution of regular game (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 a 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 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.

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

[0166] I / O105 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 detection signals indicating that a game ball has passed or entered and the 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), 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 signals 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 on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, 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, error notifications, and notifications 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 performances (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 presentation control CPU 120 may instruct the display control unit 123 to execute a presentation 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 VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0175] The display control unit 123 displays a performance image on the image display device 5 by supplying the image display device 5 with a video signal corresponding to the performance to be executed based on a performance execution instruction 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 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 to operate the movable body 32 to the movable body 32 or to a drive circuit that drives the movable body 32.

[0176] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 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 the frame LED 9 and the right-hit notification LED 37 on and off in the manner specified by the LED signal. In this way, the display control unit 123 controls the audio output and the turning on and off of the LEDs.

[0178] In addition, the control of audio output, turning on / off of LEDs (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 updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers 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 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, LED signals).

[0181] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the LED control substrate 14, other than the main substrate 11. 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 the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0184] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (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 an accessible state.

[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). Upon receiving the performance control command, the performance control CPU 120 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 gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a process of protecting data in the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status 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 process (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) to determine 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 outage. 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 initialization processing (step S8) is executed.

[0190] If it is determined that the data in 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 it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.

[0191] The CPU 103 then transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation 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 CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.

[0193] When the CPU 103 that has executed this game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of Fig. 4. When the game control timer interrupt processing shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch processing 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 processing, it diagnoses an abnormality in the pachinko game machine 1 and can issue a warning if necessary depending on 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 game has entered a special state, etc.) is output, which is supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0194] Following the information output process, the CPU 103 executes a game random number update process (step S24) to update at least a portion of the game random numbers used on the main board 11 side by software. Thereafter, the CPU 103 executes a first special symbol process process (step S25A). By executing the first special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation 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, and the like (details will be described later). The CPU 103 also executes a second special symbol process process (step S25B). By executing the second special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation 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, and the like. Note that, in this pachinko gaming machine 1, the variable display of the first special symbol and the variable display of the second special symbol can be executed simultaneously in parallel.

[0195] Following the first special symbol process and the second special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interruption, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up 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 to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0197] 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 to enable the control status of the gaming machine to be confirmed outside the gaming machine. In the test terminal process, the CPU 103 also controls to output a test signal (right-hit test signal) that can identify the period during 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, a small win game based on the variable display of the second special symbol, and 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 flowchart showing an example of the first special symbol process executed in step S25A shown in Fig. 4. In this first special symbol process, the CPU 103 first executes a first start winning determination process (step S101A).

[0199] In the first start winning determination process, a start winning at the first start winning slot is detected, and a process is executed to store the reserved information in a predetermined area of ​​RAM 102 and update the first reserved memory count. When a start winning at the first start winning slot occurs, a random number value for determining the display result (including the jackpot type) and the variation pattern is extracted and stored as reserved information in a first reserved memory buffer provided in RAM 102. A process for predicting the display result and the variation pattern may also be executed based on the extracted random number value. After the reserved information and the first reserved memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the first reserved memory count, and the predictive determination. The thus-set transmission performance control command for the start winning 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 determination 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 of the first special symbol process process (steps S110A to S121A), 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 determination is made as to whether or not to start the first special symbol game based on the presence or absence of reserved information. Furthermore, in the first special symbol normal processing, based on a random number value for determining the display result, whether the display result of the first special symbol or decorative symbol is a "jackpot" or a "small jackpot" and, if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the first special symbol normal processing, a fixed special symbol (either a jackpot symbol, a small jackpot 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. Thereafter, 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 stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the 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 multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "big hit" or a "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 symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a 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 for setting the first special symbol display device 4A to vary the first special symbol, and a process for measuring the elapsed time since the first special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the first special symbol began to vary reaches 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 ends.

[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 after the first special symbol variable process (step S112A) is started, a small win may occur in the variable display of the second special symbol, and the game may be controlled to a small win game. In this case, the game control microcomputer 100 (specifically, the CPU 103) determines whether a small win game is being played (specifically, determines whether 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. 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 this control is not limited to this, and for example, the system may be configured to suspend the process of measuring the elapsed time since the first special symbol began to fluctuate (suspend the update of the timer) during a small win game based on the display of the second special symbol.

[0207] Also, for example, the small win ending period as the small win end processing period may be configured to differ depending on the game state. For example, if the variable display of the first special symbol is configured to be suspended in the normal state, the suspension period of the variable display of the first special symbol will be longer. If the difference between the execution period of the variable display of the first special symbol and the suspension period becomes large, the suspension period will need to be absorbed by stopping the swinging of the decorative symbol, etc., resulting in a presentation that gives the player a sense of discomfort. Therefore, in the normal state, it is desirable to make the small win ending period shorter than in the KT state (first KT state, second KT state). In this case, for example, the small win ending period in the normal state may be configured to be 0.5 seconds, while in the KT state, the small win ending period may be configured to be 3 seconds.

[0208] Also, when configured as described above, for example, in the first KT state, since it is practically difficult for the game ball to win under small hit control and no special effects are 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 it is easy for the game ball to win under small hit control and effects that emphasize small hit control are 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, which is the pre-processing period for opening a small win, 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 setting process for stopping the variation of the first special symbol in the first special symbol display device 4A and for stopping (deriving) the fixed special symbol that is the display result of the first special symbol. If the display result is a "jackpot," the value of the first special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small hit," the value of the first special symbol process flag is updated to "9." If the display result is a "miss," the value of the first special symbol process flag is updated to "0." If the display result is a "small hit" or a "miss," and the game is controlled to a "probable hit" state, a "KT" state, or a high base state, and the end of the number-cutting period is established, the game state is also updated. Once 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 symbol process flag is "5." This first jackpot opening pre-processing includes a process for starting the execution of a round in the jackpot game state and setting the large prize opening to an open state based on the display result being "jackpot," etc. 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 upper limit of the opening period for the large prize opening to be opened and the upper limit of the number of rounds to be executed are set. When these settings are completed, the value of the first special symbol process flag is updated to "6," and the first jackpot opening pre-processing is completed.

[0213] The first jackpot opening process of step S116A is executed when the value of the first special symbol process flag is "6." This first jackpot opening process includes a process for measuring the time elapsed since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening 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 opening is returned to the closed state, a process for stopping the supply of a solenoid drive signal to the large prize opening door solenoid 82 is executed, and then the value of the first special symbol process flag is updated to "7," and the first jackpot opening process is terminated.

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

[0215] The first jackpot end process of step S118A is executed when the value of the first special symbol 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 effect is executed as an effect operation that notifies the end of the jackpot gaming state has elapsed, and a process of making various settings for starting probability variable control, KT control, and high base control in response to the end of the jackpot gaming state. When these settings are made, the value of the first special symbol 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 symbol process flag is "9". This first small win opening pre-processing includes a process for setting the special winning port to 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 symbol process flag is updated to "10", and the first small win opening pre-processing is completed.

[0217] The first small win opening process of step S120A is executed when the value of the first special symbol process flag is "10." This first small win opening process includes a process for measuring the elapsed time since the special winning port was opened, and a process for determining whether 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 symbol process flag is updated to "11," and the first small win opening process ends.

[0218] The first small win end process of step S121A is executed when the value of the first special symbol 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 a presentation operation that notifies the end of the small win gaming state is executed has elapsed. Here, when the small win gaming state ends, the gaming state in the pachinko gaming machine 1 before the small win gaming state is entered is continued. When the waiting time at the end of the small win gaming state has elapsed, the value of the first special symbol process flag is updated to "0", and the first small win end process is terminated.

[0219] The processing executed in the second special symbol process (step S25B) is the same as the processing 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 explained. In addition, each random number value extracted in the first start winning determination processing of the second special symbol process (step S25B) is stored as reserved information in a second reserved memory buffer provided in 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, a small win may occur in the variable display of the first special symbol, and the game may be controlled to a small win game. In this case, the game control microcomputer 100 (specifically, the CPU 103) determines whether a small win game is being played (specifically, determines whether 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 this control is not limited to this, and for example, the system may be configured to suspend the process of measuring the elapsed time since the second special symbol began to fluctuate (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 status.

[0222] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. 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 for 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 to return it to its initial position and control to perform predetermined operation checks.

[0223] Thereafter, it is determined whether or not the timer interrupt flag is on (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 to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning 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 acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates 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 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[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, control is performed to operate various performance devices, such as 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 decorative light-emitting elements such as the frame LED 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, settings, etc. are made regarding the control contents of the performance operations using the various performance devices in accordance with the performance control commands, etc. 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 flowchart 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 pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories 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 of step S170 is a process that is executed when the value of the effect 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 decorative patterns on 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 decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0231] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results, etc. is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

[0232] The variable display performance process of step S172 is executed when the performance process flag value 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, drive the movable body 32, output a command (sound effect signal) to the audio control board 13 to output audio and sound effects from the speakers 8L and 8R, and output a command (illumination signal) to the LED control board 14 to turn on / off / blink the frame LED 9 and decorative LEDs. After performing such performance control, the CPU 120 stops and displays the final decorative pattern, which is the display result of the decorative pattern, in response to, for example, reading 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 final decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.

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

[0234] The small win performance processing in step S174 is a process 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 gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.

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

[0236] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0237] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updat...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state for a player by variably displaying special identification information, variably displaying decorative identification information, and variably displaying predetermined identification information smaller than the decorative identification information based on the passage of a gaming medium through a starting area, comprising: 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; 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 device is controlled to the setting confirmation state, the variable display of the predetermined identification information 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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