Gaming Machines

By introducing variable display results and state control mechanisms into the game console, dynamically adjusting the display of pseudo-mobile bodies, the problem of single movement of pseudo-mobile bodies in existing game consoles is solved, and the excitement and interactivity of the game is enhanced.

JP7623793B2Active Publication Date: 2025-01-29SANKYO CO LTD
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Patent Information

Application Number
JP2020085022
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-05-14
Publication Date
2025-01-29
Estimated Expiration
2040-05-14

AI Technical Summary

Technical Problem

In existing game consoles, the movement display method of pseudo-mobile objects is single, which cannot effectively enhance the excitement of the game.

Method used

By introducing variable display results and state control mechanisms into the game console, the display position and effect of the pseudo-mobile body are dynamically adjusted according to the game process and player judgment results, thereby increasing the variability and excitement of the game.

Benefits of technology

It improves the excitement of the game, increases the player's sense of participation and engagement, and achieves a more interactive gaming experience through a variety of information transmission and state control means.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can improve the control of state shift and increase the game entertainment.SOLUTION: Multiple types of information including special information that can specify that a game state is controlled to a special state when determination means determines that the game state is to be a special state can be transmitted to performance executing means. When the determination result information is received, a read-ahead performance can be executed on the basis of the determination result information. When the determination result information is received after receiving the special information, the execution of the read-ahead performance based on the determination result information is restricted. A performance control CPU can execute a pseudo-movable body display performance that moves a first pseudo-movable body display from a first initial display position to a first performance display position to display, and a movable body performance that moves a mounted movable body from an origin position to a performance position. The ratio at which a game state is controlled to a big winning game state is higher when a development performance A using the mounted movable body and a development performance B using a second pseudo-movable body display are executed than when the development performance A is not executed and the development performance B is executed.SELECTED DRAWING: Figure 11-22
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] 2. Description of the Related Art Some gaming machines, such as pachinko gaming machines and slot machines, are capable of executing effects using movable objects.

[0003] In this type of gaming machine, for example, there is one that makes it possible to execute an effect similar to that of moving a movable body as a structure by displaying a pseudo-movable body display in a moving manner (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-92949 Summary of the Invention [Problem to be solved by the invention]

[0005] As with the gaming machine described in Patent Document 1, the pseudo-movable body is simply displayed moving in the same way as a movable body, and there is a problem in that the entertainment value of the presentation cannot be enhanced.

[0006] The present invention has been made in view of these problems, and aims to provide a gaming machine that can enhance the interest of pseudo-movable body displays. [Means for solving the problem]

[0007] (A) In order to achieve the above object, the gaming machine according to the present invention: A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player when a specific display result is displayed as a variable display result, a game control means for controlling the progress of a game; a performance execution means for executing a performance based on information from the game control means; Display means and 、 A movable body and Equipped with The game control means A determination means for determining the advantageous state; a determination means for determining whether the advantageous state will be achieved before the determination by the determination means; a state control means for controlling a special state in which variable display is more easily performed than in a normal state; and information transmitting means capable of transmitting to the performance executing means a plurality of types of information including determination result information capable of specifying that the game will be controlled to the advantageous state when the determination means determines that the game will be controlled to the advantageous state; When a special display result is displayed in the normal state, the state control means controls from the normal state to the special state based on the special display result, the determination means is capable of determining that the special state will be entered before the state control means controls the vehicle to the special state, the information transmitting means is capable of transmitting special information that can identify that the vehicle will be controlled to the special state when the determining means determines that the vehicle will be in the special state, The performance execution means When the determination result information is received, a pre-reading effect can be executed based on the determination result information. 、 It is possible to perform a movable body effect in which the movable body is moved, A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A specific effect can be executed before the special effect is executed, The display means When the specific pseudo-movable object display is moved in the specific performance, the specific pseudo-movable object display can be moved from a specific first display position to a specific second display position, and then hidden without being moved from the specific second display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the specific second display position, When the special pseudo-movable object display is moved and displayed in the special performance, the special pseudo-movable object display can be moved and displayed from the special first display position to the special second display position, and then moved and displayed from the special second display position to the special first display position, and then hidden; an effect display that emphasizes the specific pseudo movable body display can be displayed in the vicinity of the specific pseudo movable body display; In the special effect, after the special pseudo-movable object display is hidden, the display is controlled to the advantageous state. death, When the movable body effect is executed and the specific pseudo-movable body display is displayed in the specific performance, the rate of being controlled to the advantageous state is higher than when the movable body effect is not executed and the specific pseudo-movable body display is displayed in the specific performance. It is characterized by the following. Furthermore, in order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine (such as a pachinko gaming machine 1) that performs variable display and can be controlled to an advantageous state that is advantageous to a player when a specific display result is displayed as a variable display result, A game control means (e.g., CPU 103) that controls the progress of the game; A performance execution means (for example, a performance control CPU 120 that executes a performance based on a performance control command) that can execute a performance based on information from the game control means, The game control means A determination means for determining the advantageous state (for example, the CPU 103 that executes the process of step S110, etc.); A determination means (for example, the CPU 103 that executes the process of step S213) that determines whether the advantageous state will be achieved before the determination by the determination means; A state control means (e.g., CPU 103 that executes the process of step 059AKS025) that can control the display to a special state where the display is more likely to be variable than in the normal state; and information transmitting means (e.g., CPU 103 for transmitting a performance control command) capable of transmitting to the performance execution means a plurality of types of information including determination result information that can identify that the advantageous state will be achieved when the determination means determines that the advantageous state will be achieved, When a special display result different from the specific display result is displayed as the variable display result in the normal state, the state control means controls from the normal state to the special state based on the special display result (for example, by executing the processing of step 059AKS025), The determination means is capable of determining that the special state will be entered before the state control means controls to the special state (for example, by executing the process of step 059AKS001), The information transmitting means is capable of transmitting special information that can identify that the special state will be entered when the determining means determines that the special state will be entered (for example, capable of transmitting a display result designation command of "miss (time reduction)"); The performance execution means When the determination result information is received, a pre-reading effect can be executed based on the determination result information (for example, the processing of step S161 can be executed), When the determination result information is received after the special information is received, the execution of the pre-reading effect based on the determination result information is restricted (for example, when the determination is Yes in step S059AKS082, the processing of step S059AKS084 and step S1304 is executed, etc.), During the restriction of the pre-reading effect, a specific type of pre-reading effect is not executed (for example, as shown in FIG. 11-23(B), during the restriction of the hold display change effect, the hold display change effect of the type that changes to a display mode such as "green" or "red" is not executed), moreover, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following.

[0008] This configuration allows control according to the game state when the special display result is displayed, thereby increasing the interest in the game. Furthermore, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo-movable body display effect.

[0009] Furthermore, the embodiments for carrying out the inventions described below include the following invention (A) relating to a gaming machine. Conventionally, gaming machines have been capable of executing effects using movable bodies, such as those shown in JP 2019-92949 A, and by displaying a pseudo-movable body display in a moving manner, effects similar to effects in which a movable body as a structure is moved can be executed. However, such gaming machines have a problem in that they simply display a pseudo-movable body in the same way as a movable body, and are unable to enhance the entertainment value of the effects. In light of this, there is a need for a gaming machine that can enhance the entertainment value of the pseudo-movable body display.

[0010] The gaming machine according to the means (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.

[0011] Furthermore, the present invention may have only the invention-specifying matters set forth in the claims of the present invention, or may have the invention-specifying matters set forth in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4] 10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 10-2] 10 is a flowchart showing an example of a stop symbol determination process. [Figure 10-3] A figure showing an example of settings for a setting suggestion effect execution decision table. [Figure 10-4] 10A and 10B are diagrams illustrating configuration examples and setting examples related to setting suggestion patterns. [Figure 10-5] 10 is a flowchart showing an example of a variable display effect process. [Figure 10-6] A figure showing an example of setting suggestion performance. [Figure 11-1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 11-2] 10 is a flowchart showing an example of a start winning determination process. [Figure 11-3] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 11-4] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 11-5] A figure showing an example of the configuration of a special chart display result determination table. [Figure 11-6] A diagram showing an example of the configuration of a jackpot type determination table. [Figure 11-7] FIG. 10 is a diagram illustrating an example of the configuration of a time-saving type determination table. [Figure 11-8] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 11-9] A figure showing an example of a time-saving promotional performance period. [Figure 11-10] FIG. 10 is a diagram showing an example of a fluctuation pattern. [Figure 11-11] FIG. 10 is a diagram showing an example of a variation pattern determination table. [Figure 11-12] FIG. 10 is a diagram showing an example of a variation pattern determination table. [Figure 11-13] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 11-14] FIG. 10 is a diagram showing an example of main performance control commands. [Figure 11-15] 10 is a flowchart showing an example of a decorative pattern stop command transmission setting process. [Figure 11-16] 10 is a flowchart showing an example of a time-saving start process. [Figure 11-17] 10 is a flowchart showing an example of processing at the end of time reduction. [Figure 11-18] 10 is a flowchart illustrating an example of a process for determining the end of a remaining reservation period. [Figure 11-19] A flowchart showing an example of a jackpot end process. [Figure 11-20] 10 is a flowchart illustrating an example of a command analysis process. [Figure 11-21] A diagram showing an example of the configuration of the command buffer at the time of starting winning. [Figure 11-22] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 11-23] A figure showing an example of the configuration of a reservation change determination table. [Figure 11-24] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 11-25] 10 is a flowchart showing an example of processing when a data is dropped. [Figure 11-26] 10 is a flowchart showing an example of a stop symbol setting process. [Figure 11-27] 10 is a flowchart showing an example of a time-saving promotion effect setting process. [Figure 11-28] A figure showing an example of determining a time-saving promotion effect pattern. [Figure 11-29] 10 is a flowchart showing an example of a return effect setting process. [Figure 11-30] 10 is a flowchart showing an example of a variable display effect process. [Figure 11-31] 10 is a timing chart showing the timings during variable display when the time-saving symbol is displayed in a stopped state and in other cases. [Figure 11-32] A figure showing an example of the performance when a time-saving pattern is displayed in a stopped state or when a time-saving promotional performance is executed. [Figure 11-33] A figure showing an example of the performance when a time-saving pattern is displayed in a stopped state or when a time-saving promotional performance is executed. [Figure 11-34] A figure showing an example of the performance when a time-saving pattern is displayed in a stopped state or when a time-saving promotional performance is executed. [Figure 11-35] A figure showing an example of the performance when a time-saving pattern is displayed in a stopped state or when a time-saving promotional performance is executed. [Figure 11-36] 10 is a flowchart illustrating an example of processing in an information output process. [Figure 11-37]10 is a timing chart showing output timings of various signals output in the external information output process. [Figure 11-38] A figure showing an example of the configuration of a special chart display result determination table. [Figure 11-39] A figure showing an example of a special chart display result. [Figure 11-40] A figure showing an example of a presentation operation when a time-saving pattern is displayed in a stopped state. [Figure 12-1] FIG. 10 is a front view of a pachinko gaming machine according to the characteristic part 063AK. [Figure 12-2] A diagram showing the configuration of the special variable winning ball device related to feature part 063AK when the large winning opening is controlled to a closed state. [Figure 12-3] 10A to 10C are diagrams for explaining the flow of a gaming ball that has entered the big winning hole according to the characteristic part 063AK. [Figure 12-4] 10A is a diagram showing the configuration of a sorting unit related to the characteristic part 063AK, and FIG. 10B is a diagram showing the configuration of a sorting member related to the characteristic part 063AK. [Figure 12-5] 10(a) to 10(c) are diagrams for explaining the flow of game balls that have entered the distribution section related to the characteristic part 063AK. [Figure 12-6] 10A and 10B are diagrams for explaining the operation of the sorting member according to the characteristic part 063AK. [Figure 12-7] This is a diagram to explain the relationship between the small hit start presentation time related to feature part 063AK and the timing at which the game ball enters the distribution part. [Figure 12-8] (a) is a timing chart of the effect corresponding to the small win fluctuation related to the feature part 063AK. (b) is a diagram for explaining whether or not the effect corresponding to the small win fluctuation related to the feature part 063AK is executed and the effect mode. [Figure 12-9] 10A is a timing chart of the time-saving suggestion effect related to the feature portion 063AK, and FIG. 10B is a diagram showing the time-saving suggestion symbol related to the feature portion 063AK. [Figure 12-10](a) is a diagram for explaining a normal time passing prompting effect corresponding to the first special symbol game related to the feature part 063AK. (b) is a diagram for explaining a normal time passing prompting effect corresponding to the second special symbol game related to the feature part 063AK. (c) is a diagram for explaining a time-saving time passing prompting effect related to the feature part 063AK. [Figure 12-11] 10 is a flowchart showing an example of a normal special symbol process related to the feature part 063AK. [Figure 12-12] 1A is a diagram showing an example of a first special symbol display result determination table related to the feature portion 063AK, and FIG. 1B is a diagram showing an example of a second special symbol display result determination table related to the feature portion 063AK. [Figure 12-13] 10A is a diagram showing a list of big win types related to the feature part 063AK. FIG. 10B is a diagram showing an example of a big win type determination table related to the feature part 063AK. [Figure 12-14] 10A is a diagram showing a list of small win types related to the feature part 063AK. FIG. 10B is a diagram showing an example of a small win type determination table related to the feature part 063AK. [Figure 12-15] A figure showing a list of variation patterns related to feature part 063AK. [Figure 12-16] 10 is a flowchart showing an example of a variation pattern setting process related to the feature part 063AK. [Figure 12-17] A figure showing an example of the configuration of a jackpot fluctuation pattern determination table related to the feature part 063AK. [Figure 12-18] A figure showing an example of the configuration of a miss fluctuation pattern determination table for feature part 063AK. [Figure 12-19] 1A is a diagram showing an example of a configuration of a time-saving variation pattern determination table for a normal state related to the feature part 063AK. FIG. 1B is a diagram showing an example of a configuration of a time-saving variation pattern determination table for a time-saving state related to the feature part 063AK. [Figure 12-20] 10 is a flowchart showing an example of a special symbol stopping process related to the feature part 063AK. [Figure 12-21] A figure showing an example of the configuration of a small win start performance waiting time determination table related to feature part 063AK. [Figure 12-22] This is a flowchart showing an example of a small win release pre-processing related to the characteristic part 063AK. [Figure 12-23] This is a flowchart showing an example of processing during the release of a small win related to the characteristic part 063AK. [Figure 12-24] FIG. 10 is a diagram showing an example of the configuration of a hit end designation command determination table related to the characteristic part 063AK. [Figure 12-25] A figure showing an example of the configuration of a passing notification effect waiting time determination table related to the feature part 063AK. [Figure 12-26] This is a flowchart showing an example of a small win end processing related to the feature part 063AK. [Figure 12-27] 10 is a flowchart showing an example of a variable display start setting process according to a characteristic part 063AK. [Figure 12-28] (a) is a diagram showing decorative symbols that become small win combinations related to the feature part 063AK. (b) is a diagram showing an example of a configuration of a fixed decorative symbol determination table for a small win in the normal state related to the feature part 063AK. (c) is a diagram showing an example of a configuration of a fixed decorative symbol determination table for a small win in the time-saving state related to the feature part 063AK. [Figure 12-29] 10 is a flowchart showing an example of a variable display effect process related to the characteristic part 063AK. [Figure 12-30] 10A is a flowchart showing an example of a special symbol winning waiting process according to the feature part 063AK. FIG. 10B is a diagram showing an example of a small winning start performance time determination table according to the feature part 063AK. [Figure 12-31] This is a flowchart showing an example of a small win performance processing related to feature part 063AK. [Figure 12-32] This is a flowchart showing an example of a small win end presentation processing related to the feature part 063AK. [Figure 12-33] 10A to 10I are diagrams showing examples of rendering operations in a normal state related to the characteristic part 063AK. [Figure 12-34] 10A to 10G are diagrams showing examples of rendering operations in a normal state related to the characteristic part 063AK. [Figure 12-35]10A to 10E are diagrams showing examples of performance operations in the time-shortening state related to the feature part 063AK. [Figure 12-36] 10A to 10E are diagrams showing examples of performance operations in the time-shortening state related to the feature part 063AK. [Figure 12-37] 1A is a diagram showing an example of a configuration of a normal hold change determination table according to a modified example of the characteristic part 063AK, and FIG. 1B is a diagram showing an example of a configuration of a limited hold change determination table according to a modified example of the characteristic part 063AK. [Figure 12-38] 10(a) to 10(c) are diagrams showing examples of rendering operations according to modified examples of the characteristic part 063AK. [Figure 13-1] FIG. 1 is a front view of a pachinko gaming machine having a characteristic part 065AK. [Figure 13-2] 10 is a flowchart showing an example of normal symbol process processing. [Figure 13-3] FIG. 10 is a diagram showing an example of a normal symbol determination table. [Figure 13-4] This is a diagram showing the results of the normal map display and the number of time reductions. [Figure 13-5] A diagram showing the special chart display results and the number of time reductions. [Figure 13-6] 10 is a flowchart showing an example of processing when a normal symbol stops. [Figure 13-7] 10 is a flowchart showing an example of the performance control process of the characteristic part 065AK. [Figure 13-8] 10 is a flowchart showing an example of a general map linked performance control process. [Figure 13-9] 10 is a flowchart showing an example of a special chart linked performance determination process. [Figure 13-10] 10 is a flowchart illustrating an example of a time-shortening notification setting process. [Figure 13-11] This is a timing chart showing the effects that occur when the time-saving transition occurs in feature part 065AK. [Figure 13-12] A figure showing an example of the performance operation of the feature part 065AK. [Figure 13-13] A figure showing an example of the performance operation of the feature part 065AK. [Figure 13-14]A figure showing an example of the performance operation of the feature part 065AK. [Figure 14-1] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 14-2] (A) is a diagram showing an image display device, (B) is a diagram showing the rotating display of the hold display in each hold display area, (C) is a diagram showing the moving display of the caption in the caption display area, and (D) is a diagram showing the flashing pattern of the fourth pattern. [Figure 14-3] FIG. 2 is an explanatory diagram of image data that constitutes a display on an image display device. [Figure 14-4] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 14-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 14-6] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 14-7] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 14-8] FIG. 10 is a diagram illustrating a variation pattern. [Figure 14-9] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 14-10] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 14-11] (A) is a block diagram showing an example of the configuration of a data holding area for performance control, and (B) is a diagram showing an example of the configuration of a command buffer received at the time of starting winning. [Figure 14-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 14-13] 10 is a part of a flowchart showing an example of a performance control process. [Figure 14-14] 10 is a flowchart illustrating an example of a variable display start setting process. [Figure 14-15] A diagram showing the execution decision rate of chance-up effects. [Figure 14-16]10A is a diagram showing the determination ratio of effect patterns for still image display effects, and FIG. 10B is a diagram showing the effect contents of each effect pattern. [Figure 14-17] 10A is a diagram showing the determination ratio of the effect pattern of the operation prompt effect, and FIG. 10B is a diagram showing the effect content of each effect pattern. [Figure 14-18] 10 is a timing chart showing the variable display of super reach α1. [Figure 14-19] 10 is a timing chart showing the variable display of super reach α2. [Figure 14-20] 10 is a timing chart showing the variable display of the super reach α3. [Figure 14-21] 10 is a timing chart showing the variable display of the super reach α3. [Figure 14-22] 10 is a timing chart showing the variable display of the super reach β1. [Figure 14-23] 10 is a timing chart showing the variable display of the super reach β2. [Figure 14-24] 10 is a timing chart showing the variable display of the super reach β3. [Figure 14-25] 10 is a timing chart showing the variable display of the super reach β3. [Figure 14-26] FIG. 10 is a diagram showing the presentation mode of the first reach presentation. [Figure 14-27] FIG. 10 is a diagram showing the presentation mode of the first reach presentation. [Figure 14-28] FIG. 10 is a diagram showing the presentation mode of the second reach presentation. [Figure 14-29] FIG. 10 is a diagram showing the presentation mode of the second reach presentation. [Figure 14-30] FIG. 10 is a diagram showing the presentation mode of the second reach presentation. [Figure 14-31] FIG. 10 is a diagram showing the presentation mode of the third reach presentation. [Figure 14-32] FIG. 10 is a diagram showing the presentation mode of the third reach presentation. [Figure 14-33] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation. [Figure 14-34] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation. [Figure 14-35] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation. [Figure 14-36] FIG. 10 is a diagram showing the presentation mode of the second reach presentation in the modified example. [Figure 14-37] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation in the modified example. [Figure 14-38] FIG. 10 is a diagram showing the presentation mode of the fourth reach presentation in the modified example. [Figure 15] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 16] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 17] 10 is a flowchart showing an example of a performance control process. [Figure 18-1] FIG. 10 is a front view showing a pachinko gaming machine as a characteristic part 241SG. [Figure 18-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine as a characteristic part 241SG. [Figure 18-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 18-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 18-5] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 18-6] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 18-7] FIG. 10 is a diagram illustrating a variation pattern. [Figure 18-8] 10A and 10B are explanatory diagrams showing the relationship between variable display results and variation patterns. [Figure 18-9] This is a diagram showing the execution periods of various effects in normal reaches and super reaches. [Figure 18-10] This is a diagram to explain the content and configuration of various effects in super reach. [Figure 18-11]This is a diagram showing the expected probability of a jackpot depending on the execution status of development effects A and B. [Figure 18-12] FIG. 1 is an explanatory diagram showing an outline of the development process for a pachinko gaming machine. [Figure 18-13] 10A is a diagram showing the movement of the mounted movable body, and FIG. 10B is a diagram explaining the state in which the mounted movable body is lifted. [Figure 18-14] 10A is a diagram showing the movement display mode of the first pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the first non-mounted movable body. [Figure 18-15] 10A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 18-16] 10A is a diagram showing the movable range of the mounted movable body, FIG. 10B is a diagram showing the movement display area of ​​the first pseudo movable body display, and FIG. 10C is a diagram showing the movement display area of ​​the second pseudo movable body display. [Figure 18-17] 10A is a diagram showing a specific movement display area of ​​the first pseudo movable object display, and FIG. 10B is a diagram showing a specific movement display area of ​​the second pseudo movable object display. [Figure 18-18] 10 is a flowchart showing a variable display start setting process. [Figure 18-19] 10 is a flowchart showing a preview performance type determination process. [Figure 18-20] 10A is a diagram showing a table for determining the type of preview performance A, and FIG. 10B is a diagram showing a table for determining the type of preview performance B. [Figure 18-21] 10A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 10B is a diagram showing a table for determining the type of advanced performance A. [Figure 18-22] 10A is a flowchart showing the process of determining the type of development suggestion effect, and FIG. 10B is a diagram showing a table for determining the type of development suggestion effect. [Figure 18-23] 10A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 10B is a diagram showing a table for determining the type of advanced performance B. [Figure 18-24] 10A is a flowchart showing the process of determining the type of final effect, and FIG. 10B is a diagram showing a table for determining the type of final effect. [Figure 18-25](A) to (H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 18-26] (A) to (J) are diagrams showing examples of performance actions mainly in weak super reaches. [Figure 18-27] (A) to (F) are diagrams showing examples of the performance actions in the weak super reach. [Figure 18-28] (A) to (D) are diagrams showing examples of performance actions mainly in strong super reaches. [Figure 18-29] (E) to (J) are diagrams showing examples of the presentation operation of the strong super reach presentation. [Figure 18-30] (A) to (F) are diagrams showing examples of the performance operation after the jackpot confirmation notification. [Figure 18-31] 10(A) to 10(D) are diagrams showing details of the movement display of the first pseudo movable object display. [Figure 18-32] 10 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 18-33] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 18-34] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 18-35] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 18-36] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 18-37] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 18-38] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 18-39] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 18-40] FIG. 10 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. [Figure 18-41] 10(A) to 10(D) are diagrams showing a first modification of the characteristic portion 241SG. [Figure 18-42]10(A) to 10(H) are diagrams showing a second modification of the characteristic portion 241SG. [Figure 18-43] 10(A) to 10(C) are diagrams showing a third modification of the characteristic portion 241SG. DETAILED DESCRIPTION OF THE INVENTION

[0013] (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.

[0014] (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.

[0015] 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.

[0016] The special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "second special symbol." Each of these is made up of a 7-segment LED or the like. The special symbol is represented by a lighting pattern such as numbers "0" to "9" or "-." The special symbol may include a pattern in which all LEDs are turned off. A special symbol game using the first special symbol is also referred to as the "first special symbol game," and a special symbol game using the second special symbol is also referred to as the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0017] 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 configured, for example, by 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 configured by a projector and a screen. The image display device 5 displays various effect images.

[0018] 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. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."

[0019] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0020] 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.

[0021] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0022] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.

[0023] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0024] The variable winning ball device 6B (a standard electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second start winning opening is in a closed state where game balls cannot enter (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second start winning opening is in an open state where game balls can enter (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0025] General winning openings 10 that are always kept in a constant open state by predetermined ball receiving members are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions at the bottom left and right of the game area). 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.

[0026] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0027] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0028] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0029] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0030] 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.

[0031] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0032] 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.

[0033] 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.

[0034] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.

[0035] 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).

[0036] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0037] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area 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.

[0038] 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. 3).

[0039] 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. 3).

[0040] 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.

[0041] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.

[0042] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are disposed directly in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.

[0043] The display monitor 29 can display winning information such as the consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the first and second large winning slots (attackers) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the first and second large winning slots (attackers) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values ​​in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.

[0044] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0045] In the pachinko gaming machine 1, a security cover 500A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 500A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be made of a transparent synthetic resin.

[0046] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball-hitting operation handle provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0047] 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).

[0048] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0049] 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.

[0050] 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).

[0051] In 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, as described below) is displayed as a fixed 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 fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.

[0052] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.

[0053] 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.

[0054] 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.

[0055] 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 or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.

[0056] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."

[0057] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0058] In the time-saving 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. In the time-saving state, 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 shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0059] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0060] The time-saving state or the probability variation state continues 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 time-saving, count-cut probability variation, etc.).

[0061] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0062] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0063] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.

[0064] 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.

[0065] (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 these displays, they may be executed as sound output from the speakers 8L and 8R, turning on or off the game effect lamp 9, operating the movable body 32, or as effects using any effect device including some or all of these.

[0066] 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).

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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."

[0071] 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."

[0072] 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").

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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).

[0077] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.

[0078] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0079] 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.

[0080] 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.

[0081] 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 expanded into the RAM 102 and executed on the RAM 102.

[0082] 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).

[0083] 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).

[0084] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed through 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 switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed through or entered.

[0085] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch provided on the power supply board 17.

[0086] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0087] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0088] 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 or 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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).

[0093] 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.

[0094] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. 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 a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0095] 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.

[0096] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0097] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp 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.

[0098] 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).

[0099] 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, lamp signals).

[0100] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0101] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0102] (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 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0103] 4, 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.

[0104] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.

[0105] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.

[0106] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values ​​are set in the work area by the execution of the clearing process.

[0107] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.

[0108] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values ​​set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0109] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.

[0110] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.

[0111] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.

[0112] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0113] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0114] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the control to the setting change state is not, and if the clear switch is off, the recovery process of step S4 is executed but the control to the setting confirmation state is not.

[0115] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). 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 S9), and permits the interrupt (step S10). 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 process.

[0116] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0117] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the 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.

[0118] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, 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.

[0119] 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 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.

[0120] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0121] In the start winning determination process, a process is executed to detect the occurrence of a start winning, store pending information in a predetermined area of ​​RAM 102, and update the number of pending memories. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the number of pending memories 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 number of pending memories, and the predictive determination. The performance control command thus transmitted and set for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 5.

[0122] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0123] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the 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 normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0124] 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.

[0125] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0126] 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.

[0127] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the 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 special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

[0128] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the 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 jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0129] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0130] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0131] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.

[0132] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.

[0133] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry 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 special chart process flag is updated to "9", and the small win opening pre-processing is completed.

[0134] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.

[0135] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.

[0136] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value is set to six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases gradually as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values ​​that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.

[0137] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.

[0138] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values ​​are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.

[0139] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.

[0140] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values ​​is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.

[0141] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values ​​is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.

[0142] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values ​​is set as a common numerical range of small hit determination values ​​for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0143] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values ​​is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0144] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values ​​is set as a common numerical range of small hit determination values ​​for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0145] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values ​​is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0146] The number of setting values ​​that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability variable state loops at a rate of 65% (so-called probability variable loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and the game condition after the end of the jackpot game is controlled to the probability variable state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).

[0147] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.

[0148] (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 supply 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. 8. When the performance control main process shown in Fig. 8 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 and return it to its initial position, and control to perform predetermined operation checks.

[0149] 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.

[0150] 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.

[0151] 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.

[0152] 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 the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0153] 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.

[0154] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, 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 the pre-reading notice performance are made based on the performance control command at the time of the 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.

[0155] After executing the process of step S161, the performance control CPU 120 selects and executes one of the following processes of steps S170 to S177 according to the value of a performance process flag provided in the RAM 122, for example.

[0156] 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.

[0157] 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 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.

[0158] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed 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.

[0159] 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 its initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0160] The small win performance processing in step S174 is a process executed when the performance 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.

[0161] The small win end effect processing of step S175 is a process executed when the value of the effect 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.

[0162] 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 process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0163] 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 updated to the initial value "0," and the ending effect processing is terminated.

[0164] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

[0165] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.

[0166] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0167] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.

[0168] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0169] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0170] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."

[0171] (Explanation of the features related to the setting suggestion) The following describes a feature relating to the setting suggestion effect in the pachinko gaming machine 1. In this feature, it is possible to execute a setting suggestion effect that suggests the setting value in the pachinko gaming machine 1 at a predetermined rate while the variable display is being executed.

[0172] FIG. 10-1 is a flowchart showing an example of processing executed in step S171 of the effect control process as variable display start setting processing. In the variable display start setting processing, a stop symbol determination processing is executed (step S201). In the stop symbol determination processing, a combination of decorative symbols to be stopped and displayed in the variable display of decorative symbols, such as the final stop symbol in the variable display of decorative symbols, is determined. Following the stop symbol determination processing, a notice effect determination processing is executed (step S202). The notice effect determination processing makes it possible to determine the notice effect included in the advantageous suggestion effect.

[0173] After the preview effect determination process is executed, the effect control pattern is determined to be one of multiple patterns prepared in advance (step S203). The effect control pattern may include a special symbol change effect control pattern, a preview effect control pattern, and other control patterns for controlling the execution of various effects. For example, one of multiple prepared special symbol change effect control patterns is selected and set as the pattern to be used in response to the change pattern indicated by the change pattern designation command. Also, one of multiple prepared preview effect control patterns may be selected and set as the pattern to be used in response to the determination result of the preview effect determination process in step S202. Note that the special symbol change effect control pattern and the preview effect control pattern are not limited to being set as separate effect control patterns, and one effect control pattern corresponding to the combination of execution settings for each effect may be set.

[0174] When the effect control pattern is determined in step S203, an initial value of an effect control process timer provided in a predetermined area (such as the effect control timer setting unit) of RAM 122 is set corresponding to the variation pattern designated by the variation pattern designation command, for example (step S204). Also, settings are made to start the variation of decorative patterns, etc. on the screen of image display device 5 (step S205). At this time, the variation of decorative patterns can be started in each of the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R provided on the screen of image display device 5 by transmitting a display control command designated by the display control data included in the effect control pattern (the special pattern variation effect control pattern) determined in step S203 to the VDP of display control unit 123.

[0175] Next, a pending display update setting is performed when the variable display starts (step S206). For example, in the pending display area provided on the screen of the image display device 5, the display portion corresponding to the pending number "1" (the display portion at the left end) is erased (destroyed), and the pending displays in the display portions corresponding to the other pending numbers "2" to "4" are moved (shifted) one by one to the left. This shifts the pending display. In the active display portion provided on the screen of the image display device 5, an active display corresponding to the deleted (destroyed) pending display in the pending display area may be displayed. Note that when the pending memory count is "0," if the variable display starts immediately upon the occurrence of a first start winning or a second start winning, a setting may be made to update the active display in the active display area without updating the pending display. Thereafter, the value of the effect process flag is updated to "2," which corresponds to the effect processing during the variable display (step S207), and the variable display start setting process is terminated.

[0176] 10-2 is a flowchart showing an example of the process executed in step S201 of the variable display start setting process as the stop symbol determination process. In the stop symbol determination process, it is determined whether or not the reach effect of the super reach is executed (step S221). Whether or not the reach effect of the super reach is executed can be determined based on the variation pattern indicated by the variation pattern designation command transmitted from the main board 11, for example.

[0177] When the reach effect of the super reach is not executed (step S221; No), the final stop pattern in the case of a non-reach or normal reach is determined (step S222), and the stop pattern determination process is terminated. In the case of a non-reach, the variable display result is a "miss." In the case of a normal reach, there are cases where the variable display result is a "jackpot" and cases where the variable display result is a "miss." In the case of a non-reach where the state of the variable display of the decorative pattern is not a reach state, the final stop pattern is displayed as a fixed decorative pattern of the non-reach combination. The final stop pattern in the case of a non-reach is determined so that different (mismatched) decorative patterns are displayed in the "left" and "right" decorative pattern display areas 5L, 5R. In the case of a normal reach where the variable display result is a "miss," the final stop pattern in the case of a reach miss is displayed as a fixed decorative pattern of the reach miss combination. The final stopping pattern when a reach is missed is determined to be the same (matching) decorative pattern in the "left" and "right" decorative pattern display areas 5L and 5R. During a normal reach where the variable display result is a "jackpot", the final stopping pattern when a jackpot occurs is the confirmed decorative pattern of the jackpot combination. The final stopping pattern when a jackpot occurs is determined to be the same (matching) decorative pattern in the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R.

[0178] When the reach effect of the super reach is executed (step S221; Yes), the final stop pattern at the time of the super reach is determined (step S223). At the time of the super reach, there are cases where the variable display result is a "jackpot" and cases where the variable display result is a "miss". At the time of the super reach where the variable display result is a "miss", the final stop pattern at the time of the reach miss is the fixed decorative pattern of the reach miss combination. At the time of the jackpot where the variable display result is a "jackpot", the final stop pattern at the time of the jackpot is the fixed decorative pattern of the jackpot combination.

[0179] During a super reach, regardless of whether the variable display result is a "jackpot" or a "miss," identical (matching) decorative symbols are stopped and displayed as confirmed decorative symbols in the "left" and "right" decorative symbol display areas 5L and 5R. The left and right decorative symbols constituting such reach-miss combinations and jackpot combinations are also referred to as reach symbols. The decorative symbols that can be determined as reach symbols may include multiple types of decorative symbols, such as seven types of decorative symbols corresponding to the numbers 1 to 7. The decorative symbols corresponding to the numbers may be only effect images showing the numbers, or may be effect images showing various characters in addition to the numbers. The reach symbol may be determined as one of multiple decorative symbols based on numerical data indicating random number values ​​for determining the reach symbol, for example, by referencing a reach symbol determination table stored in advance in the ROM 121. The numerical data indicating random number values ​​for determining the reach symbol may be updatable using one or both of the random counter and the random number circuit 124 provided in the RAM 122.

[0180] In the reach symbol determination table, the number of judgment values ​​assigned to the decorative symbol that becomes the reach symbol may differ depending on whether the variable display result is a "miss" or a "jackpot." For example, when the variable display result is a "miss," the determination rate of the decorative symbol corresponding to the number 1 is the highest, the determination rate of the decorative symbol decreases as the numbers become 2, 3, 4, 5, and 6, and the determination rate of the decorative symbol corresponding to the number 7 is the lowest. On the other hand, when the variable display result is a "jackpot," the determination rate of the decorative symbol corresponding to the number 1 is the lowest, the determination rate of the decorative symbol increases as the numbers become 2, 3, 4, 5, and 6, and the determination rate of the decorative symbol corresponding to the number 7 is the highest. With such a determination ratio setting, when a decorative symbol corresponding to the number 7 is stopped and displayed as a reach symbol, the variable display result becomes "jackpot" and the probability of being controlled to the reach symbol state is the highest. As the numbers 6, 5, 4, 3, and 2 are stopped and displayed as reach symbols, the probability of the variable display result becoming "jackpot" and being controlled to the reach symbol state decreases. When a decorative symbol corresponding to the number 1 is stopped and displayed as a reach symbol, the probability of the variable display result becoming "jackpot" and being controlled to the reach symbol state is the lowest. Note that in the reach symbol determination table, the number of determination values ​​assigned to the decorative symbol that becomes a reach symbol may be the same regardless of whether the variable display result is a "miss" or a "jackpot." The number of determination values ​​assigned to each decorative symbol that becomes a reach symbol may be different, or the number of determination values ​​assigned may be the same regardless of the decorative symbol that becomes a reach symbol. The determination ratio of the decorative symbol that becomes a reach symbol may differ depending on the type of jackpot.

[0181] Following step S223, it is determined whether the determined ready-to-win symbol is a decorative symbol corresponding to the number 7 (step S224). At this time, if the ready-to-win symbol is a decorative symbol corresponding to a number other than 7 (step S224; No), the stop symbol determination process is terminated. If the ready-to-win symbol is a decorative symbol corresponding to the number 7 (step S224; Yes), the presence or absence of a setting suggestion effect is determined depending on whether or not a setting suggestion effect is to be executed (step S225). The presence or absence of a setting suggestion effect may be determined based on numerical data indicating a random number value for determining whether or not a setting suggestion effect is to be executed, for example, by referencing a setting suggestion effect execution determination table stored in advance in ROM 121. The numerical data indicating the random number value for determining whether or not a setting suggestion effect is to be executed may be updatable using one or both of the random counter and the random number circuit 124 provided in RAM 122. The presence or absence of a setting suggestion effect is determined as either "no effect," in which no setting suggestion effect is executed, or "effect," in which a setting suggestion effect is executed.

[0182] Based on the determination result of step S225, it is determined whether or not "effect is on" has been determined, in which a setting suggestion effect is executed (step S226). If "effect is off", in which a setting suggestion effect is not executed, has been determined (step S226; No), the process of determining the symbols to be stopped is terminated. If "effect is on" has been determined (step S226; Yes), the setting value set in the pachinko gaming machine 1 is identified (step S227). The effect control CPU 120 receives a setting value notification command sent from the main board 11 when the pachinko gaming machine 1 is powered on, and stores the notified setting value in a predetermined area of ​​the RAM 122. As a result, in step S227, the setting value stored in the RAM 122 is identified.

[0183] Following step S227, a setting suggestion pattern is determined (step S228), and then the stop symbol determination process is terminated. The setting suggestion pattern may be determined to be one of a plurality of setting suggestion patterns by referring to a setting suggestion pattern determination table stored in advance in ROM 121 based on numerical data indicating a random number value for determining the setting suggestion pattern. The numerical data indicating the random number value for determining the setting suggestion pattern may be updated using one or both of the random counter and the random number circuit 124 provided in RAM 122.

[0184] FIG. 10-3 shows an example of a setting suggestion effect execution determination table. For example, the ROM 121 pre-stores table data constituting the determination table TA01 shown in FIG. 10-3 as the setting suggestion effect execution determination table. In step S225 of the stopping symbol determination process, the presence or absence of the setting suggestion effect is determined by, for example, referencing the determination table TA01. In the determination table TA01, the number of determination values ​​assigned to the presence or absence of the setting suggestion effect varies depending on whether the variable display result is a "miss" or a "jackpot." For example, when the variable display result is a "jackpot," the determination rate of "present" (executing the setting suggestion effect) is higher than when the variable display result is a "miss." With this determination rate setting, when the setting suggestion effect is executed, the probability that the variable display result will be a "jackpot" and the game will be controlled to a jackpot game state is higher than when the setting suggestion effect is not executed. Note that, in the setting suggestion effect execution determination table, the number of determination values ​​assigned to the presence or absence of the setting suggestion effect may be the same regardless of whether the variable display result is a "miss" or a "jackpot."

[0185] FIG. 10-4(A) shows an example of the configuration of setting suggestion patterns. In this embodiment, four patterns RE-0 to RE3 are provided as multiple setting suggestion patterns. These setting suggestion patterns have different suggestion contents depending on whether the symbol display color is changed and, if so, the display color. The symbol display color is the display color of the decorative symbol stopped and displayed as a reach symbol, and can be changed to suggestion display colors including copper, silver, and gold in addition to the normal display color red. Pattern RE-0 does not change the symbol display color and suggests a low expectation of a favorable setting value for the player. Pattern RE-1 changes the symbol display color to copper, suggesting that the setting value is 2 or higher. Pattern RE-2 changes the symbol display color to silver, suggesting a high expectation of a favorable setting value for the player. Pattern RE-3 changes the symbol display color to gold, suggesting that the setting value is 6, the highest setting value. In this way, in the setting suggestion effect using the reach symbol, suggestions regarding the setting value in the pachinko gaming machine 1 can be made depending on whether the symbol display color has changed or not and the symbol display color after the change.

[0186] FIG. 10-4(B) shows a setting example for the setting suggestion pattern determination table. For example, the ROM 121 stores table data constituting the determination table TA11 shown in FIG. 10-4(B) as the setting suggestion pattern determination table in advance. In step S228 of the stopping symbol determination process, the setting suggestion pattern is determined by referring to the determination table TA11. In the determination table TA11, there are portions where the number of judgment values ​​assigned to the determination result of the setting suggestion pattern differs depending on the setting value set in the pachinko gaming machine 1.

[0187] When a setting suggestion effect using a reach symbol is executed, the reach symbol becomes a decorative symbol corresponding to the number 7, and therefore the probability of control to a jackpot gaming state is high. When the setting suggestion effect is executed with pattern RE-0, the expectation of a setting value advantageous to the player is low, and when the setting suggestion effect is executed with pattern RE-1, the setting value is confirmed to be 2 or higher. When the setting suggestion effect is executed with pattern RE-2, the expectation of a setting value advantageous to the player is high, and when the setting suggestion effect is executed with pattern RE-3, the setting value is confirmed to be 6, the highest setting value. Thus, when the variable display mode of the decorative symbol is in the reach mode, the reach symbol includes a symbol display mode that suggests control of the jackpot gaming state, such as a decorative symbol corresponding to a number other than 7, and a symbol display mode that suggests control of the jackpot gaming state, such as a decorative symbol corresponding to the number 7, and also suggests the setting value set in the pachinko gaming machine 1. When the reach symbol is a decorative symbol corresponding to the number 7, the reach symbol is displayed in the normal display color to give a suggestion regarding the control of the jackpot game state, and then the symbol display color is changed to continue giving a suggestion regarding the control of the jackpot game state and also giving a suggestion regarding the setting value.

[0188] The setting suggestion effect can be executed in different presentation modes depending on the setting value set in the pachinko gaming machine 1. For example, if the setting value set in the pachinko gaming machine 1 is 1, the setting suggestion pattern is not determined to be pattern RE-1, and the symbol display color is not changed to copper. In this way, depending on whether the setting value set in the pachinko gaming machine 1 is other than 1, the symbol display mode when the reach symbol is a decorative symbol corresponding to the number 7, whether the symbol display color is changed to copper, or not, differs. If the setting value set in the pachinko gaming machine 1 is other than 6, the setting suggestion pattern is not determined to be pattern RE-3, and the symbol display color is not changed to gold. In this way, depending on whether the setting value set in the pachinko gaming machine is 6, the symbol display mode when the reach symbol is a decorative symbol corresponding to the number 7, whether the symbol display color is changed to gold, or not, differs.

[0189] Instead of or in addition to changing the symbol display color, which is the display color of the decorative symbols displayed as reach symbols, setting suggestion effects may change any aspect of the reach state, such as the shape or pattern of the decorative symbols displayed as reach symbols. Alternatively, setting suggestion effects may change the presentation mode using any presentation device, such as the display of a background image, an outer frame image, or other presentation image, audio output from speakers 8L and 8R, the illumination of decorative light sources such as game effect lamps 9 and decorative LEDs, the operation of presentation movable components, or a combination of all or some of these. Setting suggestion effects and other presentation effects in pachinko gaming machine 1 may be executed when any data related to presentation control, any data unrelated to presentation control, or a combination of these data satisfies one or more predetermined conditional expressions for presentation execution. Presentations that change the symbol display color are also called change presentations.

[0190] The multiple setting suggestion patterns may include patterns that can be determined only when the game is controlled to a jackpot gaming state and patterns that can be determined even when the game is not controlled to a jackpot gaming state. For example, patterns RE-0 and RE-1 may be determined at a predetermined rate even when the variable display result is a "miss," whereas patterns RE-2 and RE-3 may be determined at a predetermined rate only when the variable display result is a "jackpot" and cannot be determined when the variable display result is a "miss." In this case, pattern RE-2 may be determined at a common rate regardless of the setting value set in the pachinko gaming machine 1, whereas pattern RE-3 may be determined at a different rate depending on the setting value set in the pachinko gaming machine 1.

[0191] FIG. 10-5 is a flowchart showing an example of processing executed in step S172 of the effect control process processing as the effect processing during variable display. In the effect processing during variable display, it is determined whether or not the special chart change time, which is the variable display time corresponding to the change pattern, has elapsed based on, for example, the timer value of the effect control process timer (step S241). If it is determined that the variable display time has not elapsed (step S241; No), control is performed to execute various effects as the variable display progresses. The effect control CPU 120 creates various commands based on control data read from the effect control pattern determined in step S203 of the variable display start setting process. These commands are transmitted to the display control unit 123, the audio control board 13, the lamp control board 14, etc. This allows various effects to be performed by a specified effect device by displaying a specified effect image on the screen of the image display device 5, outputting specified sound effects from the speakers 8L and 8R, turning on, off or flashing the game effect lamp 9 and decorative LED, operating movable parts for effect such as the movable body 32, or by combining some or all of these.

[0192] In the variable display performance processing, it is determined whether or not it is a notice performance period (step S242). If it is a notice performance period (step S242; Yes), control is performed to execute a notice performance (step S243). If it is not a notice performance period (step S242; No), or after the control of step S243 is performed, it is determined whether or not it is a reach performance period (step S244). If it is a reach performance period (step S244; Yes), control is performed to execute a reach performance (step S245). By the control of step S245, when a decorative symbol that becomes a reach performance symbol is stopped and displayed, and then a reach performance is executed after the symbol display color is changed, it is possible to give suggestions regarding control of the jackpot game state and to give suggestions regarding the setting values ​​of the pachinko game machine 1.

[0193] If it is not a reach effect period (step S244; No), or after the control of step S245 has been performed, it is determined whether it is a change effect period (step S246). The change effect period may be predetermined as an execution period for an effect in which the symbol display color is changed when a setting suggestion effect using a reach effect is executed. If it is a change effect period (step S246; Yes), control is performed to execute the change effect (step S247). If it is not a change effect period (step S246; No), or after the control of step S247 has been performed, control is performed to execute effects during variable display, including variable display operation of decorative symbols, based on, for example, settings in the effect control pattern determined corresponding to the variation pattern, and then the variable display effect processing ends.

[0194] The duration of the altered effect may be set to a different length depending on the type of the altered effect. For example, in the case of pattern RE-0, the duration of the altered effect may be set to the shortest first period; in the case of pattern RE-1, the duration of the altered effect may be set to the second period, which is longer than the first period; in the case of pattern RE-2, the duration of the altered effect may be set to the third period, which is longer than the second period; and in the case of pattern RE-3, the duration of the altered effect may be set to the longest fourth period. Generally, when an advantageous effect (an advantageous effect) is displayed, players tend to take pictures or videos of the effect with their mobile devices and post them on membership-based websites such as social networking services (SNSs) or internet video distribution sites. However, if the duration of such advantageous effects is short, there is a problem in that it is difficult to secure adequate time for taking pictures. On the other hand, effects that are often displayed even when the player is unfavorable (unfavorable effects) do not motivate players to take pictures, so a long duration of the unfavorable effect may actually cause discomfort to the player. Therefore, the execution period of advantageous effects is extended to ensure time for taking pictures, and the execution period of unfavorable effects is shortened compared to advantageous effects to reduce discomfort. This prevents players from missing advantageous effects when they are executed, and also ensures time for taking pictures. Furthermore, by ensuring time for taking pictures, players can post captured images and videos on the Internet, thereby increasing public interest in the pachinko gaming machine 1. In addition, in many cases, the information on which pachinko gaming machine 1 at which gaming parlor the images were taken is also posted, which, from the gaming parlor's perspective, means that the player has promoted the gaming parlor. In this way, by ensuring time for taking pictures when a suggestion regarding the setting values ​​of the pachinko gaming machine 1 is made, a synergistic effect is achieved not only for players but also for the gaming parlor.

[0195] If the variable display time has elapsed (step S241; Yes), it is determined whether a symbol determination command transmitted from the main board 11 has been received (step S249). If the symbol determination command has not been received (step S249; No), the variable display performance process is terminated and the system is put into standby. If a predetermined time has elapsed after the variable display time has elapsed without the symbol determination command being received, a predetermined error process may be executed in response to the failure to properly receive the symbol determination command. If the symbol determination command has been received (step S249; Yes), control is performed to derive and display the final stop symbol (determined decorative symbol) that will be the display result in the variable display of the decorative symbol (step S250). Next, a predetermined time is set as a waiting time for receiving a jackpot start command (step S251). Furthermore, the value of the performance process flag is updated to "3," which corresponds to the special symbol winning waiting process (step S252), and the variable display performance process is then terminated.

[0196] FIG. 10-6 shows an example of the execution of a setting suggestion effect. FIG. 10-6(A) shows an effect execution example HD101 in which the variable display of the decorative symbols is in a reach state and a reach is established. When a decorative symbol corresponding to the number 7 is stopped and displayed in the "left" and "right" decorative symbol display areas 5L and 5R, a reach is established and a normal reach reach effect is executed. FIG. 10-6(B) shows an effect execution example HD102 in which a normal reach reach effect transitions to a super reach reach effect. The decorative symbols are displayed in reduced size on the display screen of the image display device 5, and an effect image for the super reach reach effect is displayed. FIG. 10-6(C) shows an effect execution example HD103 in which a change effect is executed as a setting suggestion effect. An effect display corresponding to the change effect is displayed superimposed on the stopped reach symbol. In addition, an effect image announcing a message such as "Pattern display color change!!" is displayed, suggesting a change in the symbol display color.

[0197] FIG. 10-6 (D1) shows an example HD111 of effect execution in which the symbol display color does not change due to pattern RE-0. FIG. 10-6 (D2) shows an example HD112 in which the symbol display color changes to copper due to pattern RE-1. FIG. 10-6 (D3) shows an example HD113 in which the symbol display color changes to silver due to pattern RE-2. FIG. 10-6 (D4) shows an example HD113 in which the symbol display color changes to gold due to pattern RE-3. In the example HD111, the symbol display color does not change due to pattern RE-0, remaining the normal red color. This execution of a failure effect (fake effect) in which the symbol display color does not change suggests a low expectation of a favorable setting value for the player. In the example HD112, the symbol display color changes to copper due to pattern RE-1, confirming that the setting value is 2 or higher. In the example HD113, the display color of the reach symbol changes to silver by the pattern RE-2, suggesting a high expectation of a favorable setting value for the player. In the example HD114, the display color of the reach symbol changes to gold by the pattern RE-3, suggesting the confirmation of 6, the highest setting value.

[0198] In addition to the change effect that can change the display color of the reach symbol, the setting suggestion effect may be any effect, such as a pseudo consecutive effect or a pre-reading notice effect, that suggests the likelihood of a jackpot and may also suggest a setting value for the pachinko gaming machine 1. During the execution of the variable display, a suggestion regarding control of the jackpot gaming state may be made, followed by a suggestion regarding the setting value for the pachinko gaming machine 1. When any effect is executed, it may include a case where, after making a suggestion regarding control of the jackpot gaming state, the suggestion regarding control of the jackpot gaming state is continued, or a case where the suggestion regarding control of the jackpot gaming state is continued while suggesting a setting value for the pachinko gaming machine 1. When any effect is executed, it may include a case where, after making a suggestion regarding control of the jackpot gaming state, the suggestion ends, or a case where the suggestion regarding control of the jackpot gaming state is continued while suggesting a setting value for the pachinko gaming machine 1.

[0199] The suggestion regarding the setting value of the pachinko gaming machine 1 is not limited to suggesting the setting value of the pachinko gaming machine 1, and may suggest, for example, whether or not the setting value of the pachinko gaming machine 1 has been changed. For example, the multiple setting suggestion patterns may include patterns with different determination rates depending on whether or not the setting value of the pachinko gaming machine 1 has been changed. When the setting value of the pachinko gaming machine 1 has been changed, a suggestion is made using the presentation mode of a pattern that is determined with a high probability, thereby diversifying the presentation and increasing the enjoyment of the game so that the player can recognize that the setting value has been changed.

[0200] During execution of the variable display, suggestions regarding control of the jackpot gaming state may be made, but suggestions regarding the setting values ​​of the pachinko gaming machine 1 may not be made. After that, when the display result of the variable display becomes "jackpot," suggestions regarding the setting values ​​of the pachinko gaming machine 1 may be made in conjunction with the execution of the jackpot start effect (fanfare effect) or the jackpot in-play effect (effects corresponding to the first round, second round, etc.). There may also be cases where suggestions regarding the setting values ​​of the pachinko gaming machine 1 are made without making suggestions regarding control of the jackpot gaming state.

[0201] Instead of some or all of the suggestions regarding the control of the jackpot gaming state, or together with some or all of the suggestions regarding the control of the jackpot gaming state, suggestions regarding the control of a state that is advantageous to the player, different from the jackpot gaming state, may be made. For example, a suggestion regarding a probability variable state that is controlled after the jackpot gaming state ends may be made. In addition, suggestions regarding a state in which any game value that is advantageous to the player is awarded as an advantageous state may be made, depending on whether or not it is controlled.

[0202] (Explanation of feature part 059AK) Next, a gaming machine with the characteristic part 059AK of this embodiment will be described with reference to FIGS. 11-1 to 11-35. The pachinko gaming machine 1 with the characteristic part 059AK of this embodiment performs time-saving control (enters the time-saving state) not only after a jackpot game state but also when a time-saving symbol is displayed as a variable display result (enters the time-saving state). Regarding the display result of the special symbol game, the time-saving symbol is displayed as a static symbol in both the normal state and the time-saving state, but in the time-saving state, even when the time-saving symbol is displayed as a static symbol, no new time-saving control is performed. Meanwhile, regarding the decorative symbol, different symbols are displayed as static symbols in the normal state and the time-saving state. Below, a pachinko gaming machine 1 with the characteristic part 059AK having such characteristics will be described. Note that explanations of parts similar to those explained in the basic explanation above will be omitted.

[0203] Fig. 11-1 is a front view of a pachinko gaming machine 1 in the characteristic part 059AK of this embodiment, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by being shot from a predetermined ball shooting device.

[0204] 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). The 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 or normal symbols vary, multiple types of special or normal symbols are updated. When decorative symbols vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. The variations also include the flashing display of a symbol. At the end of the variable display, a predetermined special symbol is displayed stationary (also referred to as a derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that the variable display may also be referred to as a variable display or a variation. Note that the "variable display" of special symbols includes sequentially lighting or flashing multiple LEDs, and includes the display of a predetermined LED lighting combination (also referred to as a derived or derived display) as the display result.

[0205] 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.

[0206] 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 configured, for example, by 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 configured by a projector and a screen. The image display device 5 displays various effect images.

[0207] 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. The special symbol games and variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."

[0208] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0209] 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.

[0210] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0211] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0212] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0213] The variable winning ball device 6B (a normal electric device) forms a second start winning opening that changes between a closed state and an open state due to the solenoid 81. The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second start winning opening is in a closed state where game balls cannot enter (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second start winning opening is in an open state where game balls can enter (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that changes between a closed state and an open state, and is not limited to devices equipped with an electric tulip-type device. In the time-saving mode, control (high-open control, high-base control) is implemented to make it easier for the game ball to enter the second starting winning hole, improving the efficiency of the special symbols (especially the second special symbol). In the time-saving mode, the player simply shoots the game ball into the game area on the right side of the player's hand, a so-called right shot, to make the game ball enter the second starting winning hole formed by the variable winning ball device 6B.

[0214] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). 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.

[0215] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door driven by a solenoid 82, which forms the large winning opening as a specific area that changes between an open state and a closed state. In the jackpot game state, a player can obtain prize balls by causing a game ball to enter the large winning opening. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state and the longer the upper limit opening period, the more advantageous it is for the player. In the jackpot game state, a so-called right shot is performed, in which a game ball is shot into the right game area to enter the large winning opening formed by the special variable winning ball device 7.

[0216] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0217] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0218] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0219] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 11-1, at the lower left 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 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 variable display of normal symbols is also called a normal symbol game.

[0220] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0221] A normal symbol hold indicator 25C is provided below 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.

[0222] 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.

[0223] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.

[0224] A movable body 32 that operates according to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 11-1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.

[0225] 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.

[0226] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area 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. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray, from which prize balls are paid out when the upper tray is full.

[0227] 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.

[0228] 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.

[0229] 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.

[0230] Fig. 11-2 is a flowchart showing an example of the start winning determination process executed in step S101 of Fig. 6. When the start winning determination process is started, the CPU 103 first determines whether or not the first start opening switch 22A provided corresponding to the first start winning opening formed by the normal winning ball device 6A is on (step S1201). If it is determined that the first start opening switch 22A is on because it is determined that the first start opening switch 22A is on in the switch process (step S2101; Yes), the CPU 103 determines whether or not the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, has reached a predetermined upper limit value (for example, "4") (step S1202). At this time, the CPU 103 can specify the number of reserved first special symbols by reading the first special symbol reserved memory number count value, which is the stored value of a first special symbol reserved memory number counter (a counter that counts the number of reserved first special symbols) provided in a predetermined area (such as a game control counter setting section) of the RAM 102. When it is determined in step S1202 that the number of reserved first special symbols is not the upper limit value (step S1202; No), the CPU 103 sets the start port buffer value, which is the stored value of a start port buffer provided in a predetermined area (such as a game control buffer setting section) of the RAM 102, to "1" (step S1203).

[0231] When it is determined in step S1201 that the first start opening switch 22A is off (step S1201; No), or when it is determined in step S1202 that the number of reserved first special symbols has reached the upper limit (step S1202; Yes), the CPU 103 determines whether the second start opening switch 22B provided corresponding to the second start opening formed by the normal variable winning ball device 6B is on (step S1204). When it is determined that the second start opening switch 22B is on in the switch processing (step S1204; Yes), the CPU 103 determines whether the second special symbol reserved memory number, which is the number of reserved memories of the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4") (step S1205). At this time, the CPU 103 can specify the number of reserved second special symbols by reading the second special symbol reserved memory count value, which is the stored value of the second special symbol reserved memory count counter (counter that counts the number of reserved second special symbols) provided in a predetermined area (such as a game control counter setting unit) of the RAM 102. If it is determined in step S1205 that the number of reserved second special symbols is not the upper limit (step S1205; No), the CPU 103 sets the start port buffer value to "2" (step S1206). If it is determined that the second start port switch 22B is not on (step S1204; No) or if it is determined that the number of reserved second special symbols is the upper limit (step S1205; Yes), the CPU 103 ends the start winning determination process.

[0232] After executing either the process of step S1203 or S1206, the CPU 103 updates the count value of the number of reserved special symbols corresponding to the start port buffer value by adding 1 (step S207). For example, when the start port buffer value is "1," the count value of the number of reserved first special symbols is added by 1, while when the start port buffer value is "2," the count value of the number of reserved second special symbols is added by 1. Thus, the count value of the number of reserved first special symbols is updated to increase (increment) by 1 when a gaming ball enters the first start winning port and a first start condition corresponding to a special symbol game using the first special symbol is established. Also, the count value of the number of reserved second special symbols is updated to increase (increment) by 1 when a gaming ball enters the second start winning port and a second start condition corresponding to a special symbol game using the second special symbol is established. At this time, the total reserved memory number count value, which is the stored value of the total reserved memory number counter provided in a predetermined area (such as a game control counter setting section) of the RAM 102, is updated so as to add 1 (step S1208).

[0233] After executing the process of step S1208, the CPU 103 extracts a predetermined game random number corresponding to the occurrence of a start winning (step S1209). As an example, in the process of step S1209, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the variation pattern are extracted from numerical data updated by a random counter or the like provided in a predetermined area (such as a game control counter setting unit) of the random number circuit 104 or RAM 102. The numerical data indicating each extracted random number value is stored as reserved data by being set at the beginning of an empty entry in the special symbol reserved memory corresponding to the start hole buffer value (step S1210). For example, when the start hole buffer value is "1," the reserved data is set in the first special symbol reserved memory. On the other hand, when the start hole buffer value is "2," the reserved data is set in the second special symbol reserved memory. At this time, when the reserved data is set in the first special chart reserved storage unit, the CPU 103 may control the first reserved indicator 25A to make the first reserved indicator 25A display an indication that the number of reserved first chart memories increased by one can be identified (for example, by increasing the number of lit LEDs by one). When the reserved data is set in the second special chart reserved storage unit, the CPU 103 may control the second reserved indicator 25B to make the second reserved indicator 25B display an indication that the number of reserved second chart memories increased by one can be identified (for example, by increasing the number of lit LEDs by one).

[0234] The first special symbol reserve memory unit stores reserved data of a special symbol game (a special symbol game using the first special symbol in the first special symbol display device 4A) that has not yet started even though a gaming ball has entered the first start winning port formed by the normal winning ball device 6A and a first start winning has occurred. As an example, the first special symbol reserve memory unit associates reserved numbers with the order of winning (the order of detection of gaming balls) into the first start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition due to the gaming ball's entry, until the number of stored data reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the first special symbol reserved memory unit indicates that the execution (variable display) of the special symbol game using the first special symbol is reserved, and becomes reserved memory information that makes it possible to determine whether or not it is decided to control to a jackpot game state based on the variable display result (special symbol display result) in this special symbol game, and whether or not the variable display mode of the decorative symbol will become a specific mode (for example, a reach effect, etc.).

[0235] In addition, the reserved number of the first special chart reserved memory unit and the display position of the reserved display pattern (controlled by the performance control board 12) basically correspond to each other. Therefore, when reserved data is stored in the first special chart reserved memory unit, the reserved display pattern is displayed at the display position corresponding to the reserved number associated with this reserved data. For example, when reserved data is newly stored in association with reserved number "1", the reserved display pattern is displayed at the first display position on the far left of the first reserved display unit 5HL. For example, when reserved data is newly stored in association with reserved number "2", the reserved display pattern is displayed at the second display position located to the right of the first display position on the first reserved display unit 5HL.

[0236] The second special symbol reserve memory unit stores reserved data of a special symbol game (a special symbol game using the second special symbol in the second special symbol display device 4B) that has not yet started even though a gaming ball has entered the second start winning port formed by the normal variable winning ball device 6B and a second start winning has occurred. As an example, the second special symbol reserve memory unit associates reserved numbers with the order of winning (the order of detection of gaming balls) into the second start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the variation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the second start condition due to the gaming ball's entry, until the number reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the second special symbol reserved memory unit indicates that the execution (variable display) of the special symbol game using the second special symbol is reserved, and becomes reserved memory information that makes it possible to determine whether or not it is decided to control to a jackpot game state based on the variable display result (special symbol display result) in this special symbol game, and whether or not the variable display mode of the decorative symbol will become a specific mode (for example, a reach effect, etc.).

[0237] In addition, the reserved number of the second special chart reserved memory section and the display position of the reserved display pattern (controlled by the performance control board 12) basically correspond to each other. Therefore, when reserved data is stored in the second special chart reserved memory section, the reserved display pattern is displayed at the display position corresponding to the reserved number associated with this reserved data. For example, when reserved data is newly stored in association with reserved number "1", the reserved display pattern is displayed at the first display position on the far left of the second reserved display section 5HR. For example, when reserved data is newly stored in association with reserved number "2", the reserved display pattern is displayed at the second display position located to the right of the first display position of the second reserved display section 5HR.

[0238] After executing the process of step S1210, the CPU 103 performs setting for transmitting a prepared start port winning designation command to the performance control board 12 (step S1211). After that, the CPU 103 performs setting for transmitting a prepared reserved memory number notification command to the performance control board 12 (step S1212).

[0239] Next, the CPU 103 executes a random number value determination process at the time of winning (step S1213). As described above, the random number value determination process at the time of winning is a process for determining when a start winning has occurred, and is a process for determining whether the variable display result of the variable display to be executed based on the random numbers MR1 ​​and MR3 among the random numbers MR1 ​​to MR3 extracted in step S1209 will be a "big win" or a "small win" and the fluctuation pattern of the variable display (see FIG. 10-5). Thereafter, the CPU 103 determines whether the start opening buffer value is "1" or "2" (step S1214). At this time, if the CPU 103 determines that the start opening buffer value is "2" (step S1214; "2"), it clears the start opening buffer and initializes the stored value to "0" (step S1215), and then ends the start winning determination process. On the other hand, if it is determined that the start port buffer value is "1" (step S1214; "1"), CPU 103 clears the start port buffer and initializes its stored value to "0" (step S1216), and then proceeds to step S1204. This ensures that even if both first start port switch 22A and second start port switch 22B simultaneously detect valid game ball start winnings, processing based on the detection of both valid start winnings can be completed.

[0240] FIG. 11-3 is a flowchart showing an example of the process executed in step S1213 of FIG. 11-2 as the random number value determination process at the time of winning. In this embodiment, when the variable display of the special symbol or the decorative symbol is initiated, the normal special symbol process determines whether to control the special symbol display result (the variable display result of the special symbol) to a big win game state or a small win game state as a "big win" or a "small win." In addition, the variable pattern setting process determines a variable pattern corresponding to the variable display mode of the decorative symbol. Meanwhile, apart from these determinations, the random number value determination process at the time of winning determines whether the variable display result of the variable display to be executed based on the random number value extracted at the start winning timing when the game ball is detected in the start winning slot (the first start winning slot or the second start winning slot) will be a "big win" or a "small win," and determines which variable display pattern the decorative symbol will be (so-called "prediction"). This allows the device to predict that the special symbol display result will be a "big hit" or a "small hit" and that the variable display mode of the decorative symbol will be a predetermined display mode before the variable display of the special symbol or decorative symbol based on the detection of the game ball entering the starting winning hole begins (before the start conditions of the special symbol game are met), and based on this prediction result, the display mode of the pending display can be determined by the presentation control CPU 120 on the presentation control board 12 side.

[0241] In the winning random number value determination process shown in FIG. 11-3, the CPU 103 first identifies the current gaming state of the pachinko gaming machine 1 by, for example, checking the state of a time-saving flag (a flag that is turned on when in a time-saving state) or a probability variable flag (a flag that is turned on when in a probability variable state) provided in a predetermined area (such as a gaming control flag setting section) of the RAM 102 (step S351). The CPU 103 identifies whether the current gaming state of the pachinko gaming machine 1 is a jackpot gaming state by, for example, checking the value of a special symbol process flag provided in a predetermined area (such as a gaming control flag control section) of the RAM 102. For example, if the value of the special symbol process flag is "4" to "7," it may be determined that the current gaming state of the pachinko gaming machine 1 is a jackpot gaming state.

[0242] Following the processing of step S351, the CPU 103 determines whether the specified gaming state is a jackpot gaming state (step S352). If it is determined that the specified gaming state is not a jackpot gaming state (step S352; No), the CPU 103 further determines whether the specified gaming state is a high base state in which high opening control is performed in conjunction with time-saving control in a probability variable state or time-saving state (step S353). If it is determined that the specified gaming state is a high base state (step S353; Yes), or if it is determined that the specified gaming state is a jackpot in the processing of step S352 (step S352; Yes), the CPU 103 determines whether the start port buffer value is "2" (step S354). If it is determined that the start port buffer value is not "2" (step S354; No), the CPU 103 performs settings to limit the determination at the time of winning (step S356).

[0243] On the other hand, if it is determined that the start port buffer value is "2" (step S354; Yes), or if it is determined in the processing of step S353 that the game is not in a high base state (step S353; No), the CPU 103 selects a special chart display result determination table from the first special chart display result determination table or the second special chart display result determination table to be used to determine the special chart display result in accordance with the start port buffer value ("1" or "2") or the current game status (step S355).

[0244] Following the processing of step S355, the CPU 103 determines whether the random number value MR1 is within the jackpot determination range (step S357). For example, the CPU 103 may determine whether or not a determination value matches the random number value MR1 by comparing each determination value included in the jackpot determination range with the random number value MR1 for determining the special symbol display result extracted by the processing of step S1209 shown in FIG. 11-2. Alternatively, values ​​indicating the minimum value (lower limit value) and maximum value (upper limit value) of the determination values ​​included in the jackpot determination range may be set, and the CPU 103 may compare the random number value MR1 with the minimum or maximum value of the jackpot determination range to determine whether or not the random number value MR1 is within the jackpot determination range. At this time, by determining that the random number value MR1 is within the jackpot determination range, it can be determined that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot" (jackpot start determination).

[0245] In the processing of step S357, for example, the CPU 103 may read the random number value MR1 stored in the special chart reserve memory unit in step S1210, and make the above-mentioned judgment using the read random number value MR1. Also, the CPU 103 may store the random number value MR1 in a predetermined area of ​​the RAM 102 (an area other than the special chart reserve memory unit) or in a memory area of ​​the CPU 103, separately from step S1210, and make the above-mentioned judgment based on the stored random number value. This is also true for the random number value MR3 described later. In this way, the random number value used in the random number value judgment processing at the time of winning does not have to be the random number value stored in the special chart reserve memory unit.

[0246] If it is determined in the processing of step S357 that it is within the jackpot determination range (step S357; Yes), the CPU 103 determines the jackpot type based on the random number value MR2 for determining the jackpot type (step S358). At this time, the CPU 103 selects table data for determining the jackpot type from the jackpot type determination table according to the variable special chart specified corresponding to the start port buffer value (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2"). The CPU 103 determines which of the multiple types the jackpot type will be determined to be by referring to the selected table data for determining the jackpot type.

[0247] Following the processing of step S358, the CPU 103 selects a jackpot fluctuation pattern determination table (see FIG. 11-11) which has been prepared in advance by storing it in a predetermined area of ​​the ROM 101, and sets it as the table to be used (step S359). The jackpot fluctuation pattern determination table is a table for determining a fluctuation pattern of the variable display that results in a "jackpot", and a determination value to be compared with the random number value MR3 is assigned to each fluctuation pattern.

[0248] If it is determined in the processing of step S357 that it is not within the big win determination range (step S357; No), the CPU 103 determines whether the numerical data indicating the random number value MR1 is within a predetermined small win determination range (step S360). The CPU 103 can determine whether the random number value MR1 is within the small win determination range by performing the same processing as in the case of the big win determination range for the determination value assigned to the special symbol display result of "small win" in the special symbol display result determination table selected by the processing of step S305.

[0249] If it is determined that it is within the range of the small hit determination range (step S360; Yes), a small hit fluctuation pattern determination table (see Figure 11-11 (B)) prepared in advance by storing it in a predetermined area of ​​ROM 101 is selected and set as the table to be used (step S362). The small hit fluctuation pattern determination table is a table for determining the fluctuation pattern of the variable display that results in a "small hit", and a determination value to be compared with the random number value MR3 is assigned to each fluctuation pattern.

[0250] On the other hand, if it is determined that the value is not within the small win determination range (step S360; No), the CPU 103 determines whether the numerical data indicating the random number value MR1 is within a predetermined time-saving determination range (step 059AKS001). The CPU 103 can determine whether the random number value MR1 is within the time-saving determination range by performing the same processing as in the case of the big win determination range for the determination value assigned to the special symbol display result of "miss (time-saving)" in the special symbol display result determination table selected by the processing of step S355. Note that the special symbol display result of "miss (time-saving)" is a "miss", but indicates a variable display result in which the time-saving symbol is stopped and the time-saving control is performed from the variable display that is performed after the stopped display.

[0251] If it is determined that the value is within the time-saving determination range (step 059AKS001; Yes), the CPU 103 determines the time-saving type based on the random number value MR2 (step 059AKS002). At this time, the CPU 103 selects table data for determining the time-saving type from the time-saving type determination table shown in FIG. 11-7 according to the variable special chart (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2") specified in accordance with the start port buffer value. The CPU 103 determines which of the multiple types the time-saving type is to be determined as by referring to the selected time-saving type determination table data.

[0252] Following the processing of step 059AKS002, the CPU 103 selects a time-saving start flag-on miss fluctuation pattern determination table (see Figures 11-12(A) and (D)), which has been prepared in advance by storing it in a predetermined area of ​​the ROM 101, and sets it as the table to be used (step 059AKS002A). The time-saving start flag-on miss fluctuation pattern determination table is a table for determining a variable display fluctuation pattern in which the time-saving start flag is stopped and displayed even though the variable display result is a "miss," and each fluctuation pattern is assigned a determination value to be compared with the random number value MR3. In step 059AKS002A, either the time-saving start flag-on miss fluctuation pattern determination table of Figure 11-12(A) or the time-saving start flag-on miss fluctuation pattern determination table of Figure 11-12(D) may be selected depending on the type of time-saving.

[0253] On the other hand, if it is determined that the result is not within the time-saving determination range (step 059AKS001; No), a miss fluctuation pattern determination table (see Figure 11-12 (B)) when the time-saving start flag is off, which has been prepared by storing it in a predetermined area of ​​ROM101 in advance, is selected and set as the table to be used (step 059AKS002B).

[0254] After executing any one of step S309, step S312, step 059AKS002A, and step 059AKS002B, the CPU 103 refers to any one of the big win fluctuation pattern determination table, small win fluctuation pattern determination table, time-saving start flag on miss fluctuation pattern determination table, and time-saving start flag off miss fluctuation pattern determination table set in the usage table based on the numerical data indicating the random number value MR3 for determining the fluctuation pattern, and determines the fluctuation pattern assigned to the determination value that matches the random number value MR3 (step S363). For example, the CPU 103 may determine the fluctuation pattern by comparing the individual determination values ​​assigned to each fluctuation pattern with the random number value MR3 one by one to determine whether or not there is a determination value that matches the random number value MR3, or may set numerical values ​​indicating the minimum value (lower limit value) and maximum value (upper limit value) of the determination value assigned to each fluctuation pattern, and the CPU 103 may determine the fluctuation pattern by comparing the random number value MR3 with the minimum value or maximum value of the determination value.

[0255] After executing either the process of step S356 or S363, the CPU 103 sets up the transmission of a start winning command whose contents correspond to the determination results of step S358, step S363, or step S364 (step S364), and ends the winning random number determination process. The start winning command is composed of a start winning designation command, a special symbol reserved memory number designation command, a symbol determination result designation command, and a variation pattern determination result designation command. When the start winning buffer value is "1", the transmission of the first start winning designation command, the first special symbol reserved memory number designation command, the symbol determination result designation command, and the variation pattern determination result designation command is performed as the start winning command. When the start winning buffer value is "2", the transmission of the second start winning designation command, the second special symbol reserved memory number designation command, the symbol determination result designation command, and the variation pattern determination result designation command is performed as the start winning command. The command set for transmission is transmitted in the command control process.

[0256] The first special symbol reserved memory number designation command and the second special symbol reserved memory number designation command to be set for transmission are commands that designate the current first special symbol reserved memory number and the second special symbol reserved memory number (commands including EXT data corresponding to the memory number), and the designated number of special symbol reserved memories may be identified by the count value of the first special symbol reserved memory number counter and the second special symbol reserved memory number counter. The symbol designation command to be set for transmission is a command that designates the determination result of the variable display result as a "big hit" (command including EXT data corresponding to "big hit") when the determination result of step S357 is within the big hit determination range (step S357; Yes), a command that designates the determination result of the variable display result as a "small hit" (command including EXT data corresponding to "small hit") when the determination result of step S357 is within the small hit determination range (step S360; Yes), and a command that designates the determination result of the variable display result as a "small hit" (command including EXT data corresponding to "small hit") when the determination result of step 059AKS001 is within the time-shortening determination range (step 059AKS001; Yes), and a command that designates the variable display result as a "small hit" (command including EXT data corresponding to "small hit"). The command to be sent is a command specifying that the result of the determination in step S354 is a "miss (time reduction)" (a command including EXT data corresponding to "miss (time reduction)"), and when the result of the determination in step S354 is not within the time reduction determination range (step S360; No), the command to be sent is a command specifying that the result of the determination in step S354 is a "miss" (a command including EXT data corresponding to "miss"), and when the result of the determination in step S354 is a start port buffer value = 1 (step S354; No), the command to be sent is a command specifying that no determination has been made at the time of the start winning, that is, "no determination" (a command including EXT data corresponding to "no determination"). The fluctuation pattern determination result designation command to be sent is a command specifying the fluctuation pattern that is the determination result determined in step S363 (a command including EXT data corresponding to the fluctuation pattern that is the determination result), and when the result of the determination in step S354 is a start port buffer value = 1 (step S354; No), the command to be sent is a command specifying that no determination has been made at the time of the start winning, that is, "no determination" (a command including EXT data corresponding to "no determination").

[0257] In the random number value determination process for winning, as described above, for the variable display corresponding to the random number values ​​MR1-3 extracted this time in step S1209, whether the variable display result of the variable display (special game) will be a "jackpot," "small jackpot," or "miss (time-saving)" and the variable display variation pattern (see Figure 11-10) of the variable display are determined, and so-called pre-reading is performed. Note that this process makes the determination based on the current game state, not the game state when the variable display is actually executed, so the determination is not necessarily accurate, but it is possible to predict the variable display result and variation pattern with a certain degree of accuracy. Furthermore, in the random number value determination process for winning, if it is determined in the process of step S352 that a jackpot is occurring or if it is determined in the process of step S353 that time-saving control is in progress, it is determined in the process of step S354 whether the start port buffer value is "2." At this time, if the start port buffer value is "1" and not "2," the process proceeds to step S364 without executing the processes of step S355 and the like, and no judgment is made at the time of the start winning. In this way, when high opening control accompanying time-saving control is being performed or in a jackpot gaming state, the above judgments are restricted so that they are not made based on the occurrence of a start winning (first start winning) caused by the game ball entering the first start winning port. As a result, when a special symbol game using the second special symbol is executed with priority over a special symbol game using the first special symbol, during time-saving control or in a jackpot gaming state, pre-reading based on the first start winning is restricted from being executed, thereby ensuring the soundness of the game.

[0258] FIG. 11-4 is a flowchart showing an example of the processing executed in step S110 of FIG. 6 as the normal special symbol processing. In the normal special symbol processing shown in FIG. 11-4, the CPU 103 first determines whether or not the second special symbol reserved memory count is "0" (step S1231). The second special symbol reserved memory count is the reserved memory count of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the processing of step S1231, it is sufficient to read out the second reserved memory count value stored in the RAM 102 and determine whether or not the read value is "0".

[0259] When the number of reserved memory of the second special symbol is other than "0" in step S1231 (step S1231; No), the random number value MR1 for determining the special symbol display result and the numerical data indicating the random number value MR2 for determining the big win type are read out as reserved data stored in the second special symbol reserved memory unit 151B corresponding to the reserved number "1" (step S1232). The read out numerical data may be temporarily stored, for example, in a variable random number buffer or the like.

[0260] Following the processing of step S1232, for example, by decrementing the second reserved memory count value by 1, the second special chart reserved memory count is updated to decrement by 1, and reserved data indicating random number values ​​MR1 ​​to MR3 stored in entries lower than reserved number "1" in the second special chart reserved memory unit 151B (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one (step S1233). Also, in the processing of step S1233, the total reserved memory count value stored in the total reserved memory counter in RAM 102 may be updated to decrement by 1. At this time, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (step S1234).

[0261] When the number of reserved memories of the second special symbol is "0" in step S1231 (step S1231; Yes), it is determined whether or not the number of reserved memories of the first special symbol is "0" (step S1235). The number of reserved memories of the first special symbol is the number of reserved memories of a special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the processing of step S1235, the first reserved memory count value stored in the first reserved memory count counter in the RAM 102 may be read, and it may be determined whether or not the read value is "0". In this way, the processing of step S1235 is executed when it is determined that the number of reserved memories of the second special symbol is "0" in step S1231, and it is determined whether or not the number of reserved memories of the first special symbol is "0". As a result, the special symbol game using the second special symbol is started to be executed with priority over the special symbol game using the first special symbol.

[0262] It is not limited to the special symbol game using the second special symbol being executed with priority over the special symbol game using the first special symbol, and for example, the special symbol game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, it is sufficient to provide a table that stores data that can identify the order in which the start winning occurs, and to determine whether to start the execution of the special symbol game using the first special symbol or the second special symbol from the stored data.

[0263] When the number of reserved memories of the first special symbol is other than "0" in step S1235 (step S235; No), the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the big win type are read out as reserved data stored in the first special symbol reserved memory unit 151A corresponding to the reserved number "1" (step S1236). The read out numerical data may be temporarily stored in, for example, a variable random number buffer or the like.

[0264] Following the processing of step S1236, for example, by decrementing the first reserved memory count value by 1, the first special symbol reserved memory count is updated to decrement by 1, and the reserved data indicated by the random number values ​​MR1 ​​and MR2 stored in entries lower than the reserved number "1" in the first special symbol reserved memory unit 151A (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one (step S1237). Also, in the processing of step S1237, the total reserved memory count value stored in the total reserved memory counter in RAM 102 may be updated to decrement by 1. At this time, the variable special symbol designation buffer value is updated to "1" (step S1238).

[0265] After executing either the process of step S1234 or S1238, a special symbol display result determination table corresponding to the variable special symbol designation buffer value is selected and set as a table to be used for determining whether the special symbol display result, which is the variable display result of the special symbol, is a "jackpot" or a "miss" (step S1239). For example, if the variable special symbol designation buffer value is "1", the first special symbol display result determination table shown in FIG. 11-5(A) is set as the table to be used. On the other hand, if the variable special symbol designation buffer value is "2", the second special symbol display result determination table shown in FIG. 11-5(B) is set as the table to be used. In addition, the CPU 103 may select table data for determining the special symbol display result corresponding to the current game state.

[0266] The first special symbol display result determination table is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result as a "big hit" to a big hit game state, whether or not to control the variable display result as a "small hit" to a small hit game state, or whether or not to control the variable display result as a "miss (time reduction)" to a time reduction state from the subsequent variable display before a confirmed special symbol that is the variable display result is derived and displayed by the first special symbol display device 4A. The second special symbol display result determination table is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result as a "big hit" to a big hit game state, whether or not to control the variable display result as a "small hit" to a small hit game state, or whether or not to control the variable display result as a "miss (time reduction)" to a time reduction state from the subsequent variable display before a confirmed special symbol that is the variable display result is derived and displayed by the second special symbol display device 4B.

[0267] In the first special symbol display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special symbol display result is assigned to the special symbol display results of "jackpot", "small hit", "miss (time-saving)", and "miss" depending on whether the game state in the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability variable state (high probability state). In the second special symbol display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special symbol display result is assigned to the special symbol display results of "jackpot", "miss (time-saving)", and "miss" depending on whether the game state is a normal state or a time-saving state (low probability state), or a probability variable state (high probability state).

[0268] In the first special symbol display result determination table and the second special symbol display result determination table, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the determination result of whether to treat the special symbol display result as a "jackpot" and control it to a jackpot gaming state, or whether to treat the special symbol display result as a "miss (time-saving)" and control it to a time-saving state from the next variable display. In each of the first special symbol display result determination table and the second special symbol display result determination table, when the gaming state is a probability variable state (high probability state), more determination values ​​are assigned to the "jackpot" special symbol display result than when the gaming state is a normal state or a time-saving state (low probability state). As a result, in a probability variable state (high probability state) in which probability variable control is performed in the pachinko gaming machine 1, the probability of determining that the special symbol display result will be treated as a "jackpot" and control it to a jackpot gaming state is higher than when the gaming state is a normal state or a time-saving state (low probability state). That is, in each of the first special symbol display result determination table and the second special symbol display result determination table, determination data is assigned to the determination result of whether or not to control to the jackpot game state so that when the game state of the pachinko game machine 1 is in the probability variable state, the probability of determining that it will be controlled to the jackpot game state is higher than when it is in the normal state or the time-saving state. Also, in the first special symbol display result determination table and the second special symbol display result determination table, determination data is assigned so that the probability of determining that the special symbol display result will be a "miss (time-saving)" and that the next variable display will be controlled to the time-saving state is higher in the second special symbol display result determination table. Therefore, the probability that the special symbol display result will be a "miss (time-saving)" is higher in the variable display corresponding to the reserved second special symbol stored at the end of the time-saving state.

[0269] In a setting example of the first special symbol display result determination table, a predetermined range of determination values ​​(values ​​in the range of "30000" to "30350") is assigned to the special symbol display result of "small win". On the other hand, in a setting example of the second special symbol display result determination table 130B, no determination value is assigned to the special symbol display result of "small win". With such a setting, the rate at which the special symbol display result is determined to be a "small win" and controlled to a small win game state can be made different between a case where the variable display result is determined based on the first start condition for starting a special symbol game using the first special symbol by the first special symbol display device 4A being satisfied and a case where the variable display result is determined based on the second start condition for starting a special symbol game using the second special symbol by the second special symbol display device 4B being satisfied.

[0270] In particular, in a special symbol game using the second special symbol, the special symbol display result is not determined to be a "small hit" and controlled to a small hit game state. Therefore, in a game state where a game ball is likely to enter the second start winning hole formed by the normal variable winning ball device 6B, such as a time-saving state (low probability high base state) or a probability variable state (high probability high base state), frequent occurrence of a small hit game state in which it is difficult to obtain a prize ball can be avoided, and a decrease in interest in the game due to prolonged play can be prevented. Note that, in the second special symbol display result determination table, a predetermined range of determination values ​​different from those set in the first special symbol display result determination table may also be assigned to the special symbol display result of a "small hit." For example, in the second special symbol display result determination table, fewer determination values ​​may be assigned to the special symbol display result of a "small hit" than in the first special symbol display result determination table. In this way, when in a high base state such as a time-saving state or a probability variable state, the rate at which it is determined to control to a small win game state may be lower than when in a low base state such as a normal state or a probability variable state without time-saving. Alternatively, regardless of whether the first start condition or the second start condition is established, the special symbol display result may be determined by referring to a common special symbol display result determination table.

[0271] Following the processing of step S1239 shown in Figure 11-4, the numerical data indicating the random number value MR1 for determining the special chart display result stored in the variable random number buffer is compared with the determination values ​​assigned to each special chart display result of "big hit", "small hit", "miss (time reduction)", and "miss", and it is determined whether the special chart display result will be "big hit", "small hit", "miss (time reduction)", or "miss" (step S1240).

[0272] Since the special symbol display result determination table data corresponding to the current game state is selected in step S1239, in the processing of step S1240, different determination data is used to determine whether the special symbol display result is a "jackpot" depending on whether the game state when the variable display of the special symbol game or the like starts is a probability variable state. For example, when the game state when the variable display of the special symbol game or the like starts is a normal state or a time-limited state, table data corresponding to the normal state or the time-limited state in the first special symbol display result determination table or the second special symbol display result determination table is selected as normal determination data, and the special symbol display result corresponding to the random number value MR1 is determined by referring to this. On the other hand, when the game state when the variable display of the special symbol game or the like starts is a probability variable state, table data corresponding to the probability variable state in the first special symbol display result determination table or the second special symbol display result determination table is selected as special determination data, and the special symbol display result corresponding to the random number value MR1 is determined by referring to this.

[0273] After determining the special symbol display result in step S1240, it is determined whether the special symbol display result is a "jackpot" (step S1241). If it is determined to be a "jackpot" (step S1241; Yes), the jackpot flag provided in RAM 102 is set to an ON state (step S1242). At this time, the jackpot type determination table shown in FIG. 11-6 is selected and set as a table to be used to determine the jackpot type as one of multiple types (step S1243).

[0274] The jackpot type determination table is a table that is referenced to determine one of a plurality of jackpot types based on the random number value MR2 for determining the jackpot type when it is determined that the special symbol display result is a "jackpot" and that the game state is to be controlled to a jackpot. In the jackpot type determination table, depending on whether the special symbol that is variably displayed (varies) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B), a number (determination value) that is compared with the random number value MR2 for determining the jackpot type is assigned to a plurality of jackpot types, such as "non-probability variable," "probability variable," and "sudden probability variable."

[0275] In the example of the setting of the jackpot type determination table, the allocation of the determination value for the "sudden probability" jackpot type differs depending on whether the variable special symbol is the first special symbol or the second special symbol. That is, when the variable special symbol is the first special symbol, a predetermined range of determination values ​​(values ​​ranging from "82" to "99") is assigned to the "sudden probability" jackpot type, while when the variable special symbol is the second special symbol, no determination value is assigned to the "sudden probability" jackpot type. With this setting, the rate at which the jackpot type is determined to be one of multiple types based on the first start condition for starting a special symbol game using the first special symbol by the first special symbol display device 4A being satisfied can be made different from the rate at which the jackpot type is determined to be one of multiple types based on the second start condition for starting a special symbol game using the second special symbol by the second special symbol display device 4B being satisfied. In particular, in special chart games using the second special chart, the jackpot type is not determined to be "sudden certainty" and controlled to a short-term opening jackpot state, so that, for example, in a game state in which game balls are likely to enter the second starting winning port formed by the normal variable winning ball device 6B due to high opening control accompanying time-saving control, frequent occurrence of short-term opening jackpot states in which it is difficult to obtain prize balls can be avoided, and a decrease in interest in the game due to the game being prolonged can be prevented.

[0276] In addition, even when the variable special chart is the second special chart, a predetermined range of determination values ​​different from when the variable special chart is the first special chart may be assigned to the "sudden probability" jackpot type. For example, when the variable special chart is the second special chart, a smaller determination value than when the variable special chart is the first special chart may be assigned to the "sudden probability" jackpot type. Alternatively, regardless of whether the variable special chart is the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.

[0277] By referring to the jackpot type determination table set in step S1243 shown in Figure 11-4, the jackpot type is determined to be one of several types depending on whether the numerical data indicating the random number value MR2 for determining the jackpot type stored in the variable random number buffer matches any of the determination values ​​assigned to each jackpot type: ``non-certainty variable,'' ``certainty variable,'' or ``sudden probability variable'' (step S1244).

[0278] By determining the jackpot type in the process of step S1244, it is determined whether the game state after the jackpot game state ends will be controlled to a time-saving state or a probability variable state, which is more advantageous to the player than the time-saving state, before the determined special symbol is derived as a variable display result. Corresponding to the jackpot type thus determined, the determined jackpot type is stored by, for example, setting a jackpot type buffer value, which is a value stored in a jackpot type buffer provided in RAM 102 (step S1245). For example, if the jackpot type is "non-probability variable," the jackpot type buffer value can be set to "0," if it is "probability variable," it can be set to "1," and if it is "sudden probability variable," it can be set to "2."

[0279] If it is determined in step S1241 that it is not a "big win" (step S1241; No), it is determined whether the special picture display result is a "small win" (step S1246). Then, if it is determined that it is a "small win" (step S1246; Yes), the small win flag provided in RAM 102 is set to the ON state (step S1247).

[0280] If it is determined in step S1246 that it is not a "small win" (step S1246; No), it is determined whether the special chart display result is a "miss (time reduction)" (hereinafter, sometimes simply referred to as "time reduction") (step 059AKS003). If it is determined that it is a "time reduction" (step 059AKS003; Yes), the CPU 103 selects and sets the time reduction type determination table shown in FIG. 11-7 as a table to be used to determine the time reduction type as one of multiple types, and determines the time reduction type based on the random number value MR2, just as when determining the big win type (step 059AKS004).

[0281] The time-saving type determination table shown in Figure 11-7 is a table that is referenced to determine one of a plurality of types of time-saving type based on MR2, which is also the random number value for determining the jackpot type, when it is determined that the special symbol display result is a "miss (time-saving)" and that the time-saving state is to be controlled. In the time-saving type determination table, a number (determination value) that is compared with the random number value MR2 for determining the time-saving type is assigned to a plurality of types of jackpot type, such as "time-saving A" to "time-saving D," depending on whether the special symbol that is variably displayed (varies) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B). As shown in the figure, in the characteristic part 059AK of this embodiment, when the special symbol that is variably displayed (changed) in the special symbol game is the first special symbol, the time-saving type is determined to be "Time-saving A" or "Time-saving B." When the special symbol that is variably displayed (changed) in the special symbol game is the second special symbol, the time-saving type is determined to be "Time-saving C" or "Time-saving D." "Time-saving A" and "Time-saving C" are time-saving types that are controlled to the time-saving state while 100 special symbol games are played. "Time-saving B" is a time-saving type that is controlled to the time-saving state while 50 special symbol games are played. "Time-saving D" is a time-saving type that is controlled to the time-saving state while 20 special symbol games are played.

[0282] After executing the process of step 059AKS004 in Fig. 11-4, the CPU 103 stores the determined time-saving type by, for example, setting a time-saving type buffer value, which is a value stored in a time-saving type buffer provided in the RAM 102, corresponding to the time-saving type determined in step 059AKS004 (step 059AKS005). As an example, if the time-saving type is "time-saving A," the time-saving type buffer value may be set to "0," if it is "time-saving B," to "1," if it is "time-saving C," to "2," and if it is "time-saving D," to "3."

[0283] After executing the processing of step 059AKS005, the CPU 103 determines whether or not a time-saving flag provided in the RAM 102 is set to an ON state (step 059AKS006). The time-saving flag is a flag indicating that time-saving control is currently underway (sometimes simply referred to as a time-saving flag). If the time-saving flag is in an OFF state (step 059AKS006; No), the CPU 103 sets a time-saving start flag provided in the RAM 102 to an ON state (step 059AKS006A). The time-saving start flag is a flag indicating that time-saving control will start from the next special game to be played.

[0284] If step 059AKS003 determines that it is not a "miss (time-saving)" (step 059AKS003; No), if step 059AKS006 determines that the time-saving flag is on (step 059AKS006; Yes), or after executing any of the processing in steps S1245, S1247, and step 059AKS006A, a fixed special pattern is set (step S1248) in accordance with the pre-determined result of whether to control to a jackpot game state or a small jackpot game state, or whether to control to the next time-saving state, and further, the determined result of the type of jackpot in the jackpot game state, or the determined result of the type of time-saving state in the time-saving state. As an example, if it is determined in step 059AKS003 that the special symbol display result is not a "miss (time reduction)," a special symbol showing a "-" symbol, which is a missing symbol, is set as the confirmed special symbol, in accordance with the pre-determined result that the special symbol display result is a "miss." On the other hand, if it is determined in step 059AKS003 that the special symbol display result is a "miss (time reduction)," one of the special symbols showing the numbers "1," "4," "6," or "8," which are time-saving symbols, is set as the confirmed special symbol, in accordance with the determination result of the time-saving type in step 059AKS004. That is, in accordance with the determination result that the time-saving type is "time reduction A," a special symbol showing the number "1" is set as the confirmed special symbol. In addition, in accordance with the determination result that the time-saving type is "time reduction B," a special symbol showing the number "4" is set as the confirmed special symbol. Depending on the result of determining that the time-saving type is "Time-saving C," a special symbol showing the number "6" is set as the confirmed special symbol. Depending on the result of determining that the time-saving type is "Time-saving D," a special symbol showing the number "8" is set as the confirmed special symbol.

[0285] If the special symbol display result is determined to be a "small win" in step S1246, the special symbol showing the number "2" which is a small win symbol is set as the confirmed special symbol, in accordance with the pre-determined result that the special symbol display result is a "small win." Also, if the special symbol display result is determined to be a "big win" in step S1241, one of the special symbols showing the numbers "3," "5," or "7" which are the jackpot symbols is set as the confirmed special symbol, depending on the determination result of the jackpot type in step S1244. That is, depending on the determination result of the jackpot type being "non-probability variable," the special symbol showing the number "3" which is the normal jackpot symbol among the normal opening round jackpot symbols is set as the confirmed special symbol. Also, depending on the determination result of the jackpot type being "probability variable," the special symbol showing the number "7" which is the probability variable jackpot symbol among the normal opening round jackpot symbols is set as the confirmed special symbol. Depending on the result of determining that the jackpot type is "sudden certainty," a special pattern showing the number "5," which is the short-term opening jackpot pattern, is set as the confirmed special pattern.

[0286] After the confirmed special symbol is set in step S1248, the value of the special symbol process flag is updated to "1," which corresponds to the variable pattern setting process (step S1249), and then the normal special symbol processing is terminated. If the number of reserved memories for the special symbol game using the first special symbol is "0" in step S1235 (step S1235; Yes), a predetermined demo display setting is performed (step S1250), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (demo screen display) by, for example, displaying a predetermined performance image on the image display device 5 has been transmitted from the main board 11 to the performance control board 12. If the command has been transmitted, the demo display setting is terminated. On the other hand, if the command has not been transmitted, settings are performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.

[0287] Figure 11-8 is a flowchart showing an example of the fluctuation pattern setting process executed in step S111 shown in Figure 6. When the fluctuation pattern setting process starts, the CPU 103 first determines whether the jackpot flag is on (step S261). If it is determined that the jackpot flag is on (step S261; Yes), the CPU 103 refers to the jackpot fluctuation pattern determination table shown in Figure 11-11 (A) and determines a fluctuation pattern corresponding to the jackpot when the special chart display result is "jackpot" (step S262).

[0288] 11-10 shows an example of a variation pattern in the characteristic part 059AK of this embodiment. In this embodiment, a plurality of variation patterns are prepared in advance corresponding to the cases where the variable display result is "miss (time reduction)" and "miss" and the variable display mode of the decorative pattern is "non-reach" and "reach", respectively, and also corresponding to the case where the variable display result is "jackpot". Note that the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"). The variation pattern corresponding to the case where the variable display result is "miss (time reduction)" or "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the variable display result being a "jackpot" is called a "jackpot variation pattern." Note that, in the feature section 059AK, a variation pattern (the variation pattern of PB2-4 shown in the figure) dedicated to the case of a miss (time reduction) that is selected only when the variable display result is a "miss (time reduction)," and a time reduction false variation pattern that suggests the variable display result will be a "miss (time reduction)" but actually is a "miss" are provided. Regarding the variation pattern dedicated to the case of a miss (time reduction) that is selected only when the variable display result is a "miss (time reduction)," for example, there may be a variation pattern of a super reach effect that is executed only when the variable display result is a "miss (time reduction)," such as the variation pattern of Super Reach D.

[0289] The jackpot fluctuation patterns and reach fluctuation patterns include normal reach fluctuation patterns in which the reach performance of a normal reach is executed, and super reach fluctuation patterns in which the reach performance of a super reach is executed. The fluctuation pattern corresponding to when the variable display result is a "small hit" is called a small hit fluctuation pattern. The jackpot fluctuation pattern and small hit fluctuation pattern are included in the hit fluctuation patterns corresponding to when the variable display result is a "jackpot" or a "small hit". The super reach fluctuation pattern includes reach performances such as Super Reach A, Super Reach B, and Super Reach C, regardless of whether the variable display result is a "jackpot" or a "miss".

[0290] The jackpot fluctuation pattern determination table shown in Figure 11-11(A) is a table that is referenced to determine the fluctuation pattern as one of several types based on the random number value MR3 for determining the fluctuation pattern according to the determination result of the jackpot type when it is determined (predetermined) that the special chart display result is a "jackpot". In the jackpot fluctuation pattern determination table shown in Figure 11-11(A), depending on whether the determination result of the jackpot type is "non-probability variable", "probability variable", or "sudden probability variable", the numerical value (determination value) compared with the random number value MR3 for determining the fluctuation pattern is assigned to one of the fluctuation patterns PA4-1, PB4-1, PB4-2, PB4-3, and PC1-1 to PC1-3.

[0291] In the jackpot fluctuation pattern determination table 132A shown in Figure 11-11 (A), there is a portion in which a determination value is assigned to each fluctuation pattern so that the proportion determined for each fluctuation pattern differs depending on which of the multiple types of jackpot type is determined. For example, depending on whether the jackpot type is "non-probability variable" or "probability variable", the allocation of determination values ​​to fluctuation patterns PA4-1, PB4-1, PB4-2, and PB4-3 differs. This makes it possible to vary the proportion determined for the same fluctuation pattern depending on the determination result of which of the multiple types of jackpot type is determined.

[0292] In addition, in the jackpot fluctuation pattern determination table, there is a portion in which a determination value is assigned to a different fluctuation pattern depending on which of the multiple types of jackpot type is determined. For example, when the jackpot type is "non-probability variable" or "probability variable," a determination value is assigned to fluctuation pattern PA4-1, fluctuation pattern PB4-1, fluctuation pattern PB4-2, and fluctuation pattern PB4-3, while a determination value is not assigned to fluctuation pattern PC1-1 to fluctuation pattern PC1-3. In contrast, when the jackpot type is "sudden probability," a determination value is assigned to fluctuation pattern PC1-1 to fluctuation pattern PC1-3, while a determination value is not assigned to fluctuation pattern PA4-1, fluctuation pattern PB4-1, fluctuation pattern PB4-2, and fluctuation pattern PB4-3. As a result, when the special chart display result is "jackpot" and the jackpot type is "sudden probability," and the short-term opening jackpot state is controlled according to "sudden probability," a fluctuation pattern different from that when controlled to the normal opening jackpot state can be determined.

[0293] In addition, when the jackpot type is determined to be either "non-probability variable," "probability variable," or "sudden probability variable," the allocation of determination values ​​to each variation pattern may be different depending on whether the gaming state of the pachinko gaming machine 1 is in a normal state, a probability variable state, or a time-saving state. This makes it possible to vary the proportion of cases where the same variation pattern is determined depending on whether the gaming state is in one of multiple types. Also, when the jackpot type is determined to be either "non-probability variable," "probability variable," or "sudden probability variable," determination values ​​may be assigned to different variation patterns depending on whether the gaming state of the pachinko gaming machine 1 is in a normal state, a probability variable state, or a time-saving state. This makes it possible to determine a different variation pattern depending on whether the gaming state is in one of multiple types. In this embodiment, when the jackpot type is "non-probability variable," more determination values ​​are assigned to variation pattern PA4-1, which indicates a normal reach variation pattern, than when the jackpot type is "probability variable." Therefore, when the reach effect of Super Reach is executed, the jackpot type is more likely to be "probable variable" than "non-probable variable", which can raise the player's expectations and increase the interest in the game. Also, in the jackpot fluctuation pattern determination table shown in Figure 11-11 (A), more determination values ​​are assigned to the fluctuation pattern PB4-2 that produces the reach effect of Super Reach B than to the fluctuation pattern PB4-1 that produces the reach effect of Super Reach C, and more determination values ​​are assigned to the fluctuation pattern PB4-3 that produces the reach effect of Super Reach A than to the fluctuation pattern PB4-2, that is, as the fluctuation time becomes longer (see the fluctuation time in Figure 11-10).

[0294] Returning to FIG. 11-8, when it is determined that the big hit flag is off in the processing of step S261 (step S261; No), the CPU 103 determines whether the small hit flag is on (step S263). When it is determined that the small hit flag is on (step S263; Yes), the CPU 103 refers to the small hit fluctuation pattern determination table shown in FIG. 11-11 (B), and determines the fluctuation pattern corresponding to the small hit when the special chart display result is "small hit" (step S264).

[0295] On the other hand, when it is determined that the small hit flag is in the OFF state (step S263; No), the CPU 103 determines whether the time-saving start flag is in the ON state (step 059AKS007). When it is determined that the time-saving start flag is in the ON state (step 059AKS007; Yes), the CPU 103 selects the fluctuation pattern table when the time-saving start flag is ON, as shown in Figures 11-12 (A), (C), and (D) (step 059AKS008). On the other hand, when it is determined that the time-saving start flag is in the OFF state (step 059AKS007; No), the CPU 103 selects the fluctuation pattern table when the time-saving start flag is OFF, as shown in Figures 11-12 (B) and (E) (step 059AKS009).

[0296] After executing the processing of step 059AKS008 or step 059AKS009, the CPU 103 determines a variation pattern corresponding to the time when the special chart display result is "miss (time reduction)" or "miss" depending on the type of special chart, such as whether the variable special chart is the first special chart or the second special chart, and whether or not the time reduction is in progress (step 059AKS010). Specifically, in step 059AKS010, when the special chart display result is "miss (time reduction)" and the variable special chart is the first special chart, regardless of whether or not time reduction control is being performed, the time reduction start flag is on and ... On the other hand, if the special chart display result is a "miss (time-saving)" and the variable special chart is the second special chart, the time-saving start flag on miss fluctuation pattern determination table shown in Figure 11-12(C) or (D) is referenced depending on whether time-saving control is being performed, and one of several fluctuation patterns is determined based on the numerical data indicating the random number value MR3 for determining the fluctuation pattern. Also, if the special chart display result is a "miss" and the variable special chart is the first special chart, the time-saving start flag off miss fluctuation pattern determination table shown in Figure 11-12(B) is referenced depending on whether time-saving control is being performed in the time-saving state, and one of several fluctuation patterns is determined based on the numerical data indicating the random number value MR3. Also, if the special chart display result is a "miss" and the variable special chart is the second special chart, if time-saving control is being performed, the time-saving start flag off miss fluctuation pattern determination table shown in Figure 11-12(B) is referenced and one of several fluctuation patterns is determined based on the numerical data indicating the random number value MR3. On the other hand, in the normal state, the system refers to the miss fluctuation pattern determination table when the time-saving start flag is off shown in Figure 11-12 (E), and determines the fluctuation pattern to be one of several types based on numerical data indicating the random number value MR3, etc.As shown in the figure, in the feature part 059AK of this embodiment, when the variable display result is a "miss (time-shortened)" (when the time-shortened start flag-on miss variation pattern determination table is selected), a determination value is assigned so that the time-shortened type is determined at different rates depending on the type of super reach. Specifically, the determination value is assigned so that the super reach with a higher jackpot expectation is the time-shortened type with a higher number of time-shortened times (the determination value is assigned so that the rate of the time-shortened type "time-shortened A" is higher for super reach B than for super reach C). Also, as shown in the figure, when the variable display result is a "miss (time-shortened)" (when the time-shortened start flag-on miss variation pattern determination table is selected), a determination value is not assigned to super reach A, which has the highest jackpot expectation. In other words, in the feature part 059AK, a determination value is assigned so that the rate of the "miss (time-shortened)" is different depending on the type of super reach. Furthermore, in the feature section 059AK, as shown in Figures 11-11 and 11-12, when the reach effect of Super Reach B or Super Reach C is executed, a determination value is assigned to produce multiple variable display results, such as a jackpot, a miss (time-saving), or a simple miss. This increases the variety of presentation results, enhancing the enjoyment of the game. As mentioned above, the variable winning ball device 6B, which forms the second start winning hole, is located in the playing area on the right side of the player, so that the game ball will only win if a so-called right-hand hit is made. Therefore, in the feature section 059AK, the second special symbol changes in the time-saving state when the player hits the right side during the time-saving state. On the other hand, when the time-saving control ends and a reserved memory corresponding to the second special symbol remains, the second special symbol changes in the normal state. In other words, the second special symbol changes in the normal state only when the time-saving control ends and a reserved memory corresponding to the second special symbol remains. Therefore, in the feature part 059AK, as shown in Figure 11-12 (E), a variable display (variation) variation pattern determination table is provided which corresponds to the maximum number of variable displays that can be performed after the time-saving feature has ended, which is four times (corresponding to the maximum number of reserved memories corresponding to the second special chart, which is "4").

[0297] Returning to FIG. 11-8, after executing the processing of step 059AKS010, the CPU 103 determines whether the time-saving start flag is set to the ON state (step 059AKS011). If the time-saving start flag is set to the ON state (step 059AKS011; Yes), the CPU 103 determines whether the determined fluctuation pattern is PB2-4, which indicates that the fluctuation pattern is a time-saving confirmed fluctuation pattern (i.e., a fluctuation pattern dedicated to the case of a miss (time-saving)) (step 059AKS012). If the determined fluctuation pattern is not PB2-4, a time-saving prompting effect period, which is a period for executing a time-saving prompting effect described later, is added to the special chart fluctuation time indicated by the determined fluctuation pattern (step 059AKS013). Specifically, in step 059AKS013, as shown in FIG. 11-9, a time-saving prompting effect period according to the time-saving type may be added. In addition, PB2-4, which is a special variation pattern for when you lose (time reduction), and PB2-5, which is a variation pattern for time reduction fakes, include a time reduction teasing period (10 seconds) in the special pattern variation time shown in Figure 11-10. The time reduction teasing effect is an effect that teases whether or not the time reduction pattern, which is the decorative pattern that indicates that the time reduction state will be controlled from the next variable display, will be stopped and displayed as the final decorative pattern.

[0298] After executing any one of the processes of steps S262, S264, and 059AKS013 in FIG. 11-8, the CPU 103 sets the special symbol fluctuation time (also referred to as fluctuation time), which is the variable display time of the special symbol (step S266). The special symbol fluctuation time, which is the variable display time of the special symbol, is the time required from the start of the fluctuation of the special symbol in the special symbol game until the determined special symbol, which is the variable display result (special symbol display result), is derived and displayed. As shown in FIG. 11-10, the special symbol fluctuation time is predetermined in accordance with a plurality of fluctuation patterns prepared in advance, but when the process of step 059AKS013 is executed, a time-saving teasing performance period is added to the period. The CPU 103 can set the timing at which the variable display result of the special symbol or decorative symbol is derived by setting the special symbol variable time corresponding to the variable display pattern selected in each of steps S262, S264, and 059AKS013 (the period to which the time-saving prompting effect period is added when the processing of step 059AKS013 is executed). The special symbol variable time is set, for example, by setting a timer value corresponding to the special symbol variable time to a game control process timer provided in a predetermined area of ​​RAM 102. Note that in the characteristic section 059AK of this embodiment, when the time-saving start flag is on and the determined variable display pattern is not PB2-4, an example is shown in which the time-saving prompting effect period is added to the special symbol variable time indicated by the variable display pattern. However, a predetermined period may also be added to the special symbol variable time when the variable display result is, for example, a "big win" or a "small win." In this case, just like the time-saving type, a period corresponding to the jackpot type can be added, and the processing can be the same as in step 059AKS013. Specifically, the periods corresponding to "Time-saving A," "Time-saving B," and "Time-saving C" shown in Figure 11-9 can be added as periods corresponding to "Non-probability variable," "Probability variable," and "Sudden probability variable."

[0299] Following the processing of step S266, settings are made to start the variation of the special symbols so that either a special symbol game using the first special symbol on the first special symbol display device 4A or a special symbol game using the second special symbol on the second special symbol display device 4B will start if the start condition is met (step S267). As an example, if the variable special symbol designation buffer value is "1," settings are made to send a drive signal to update the display of the first special symbol on the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is "2," settings are made to send a drive signal to update the display of the second special symbol on the second special symbol display device 4B. This starts the special symbol game. Note that when starting the variable display using the first special symbol, the CPU 103 may control the first reserve indicator 25A to cause the first reserve indicator 25A to display a display that identifies the first special symbol reserve memory number that has been reduced by one (for example, by reducing the number of lit LEDs by one). In addition, when the CPU 103 starts a variable display using the second special chart, it may control the second reserve display device 25B to cause the second reserve display device 25B to display a display that identifies the number of second special chart reserve memories that has been reduced by one (for example, by reducing the number of lit LEDs by one).

[0300] After executing the process of step S267, the CPU 103 performs transmission setting of a command (variation start command) at the start of variation of the special symbol in order to notify the performance control board 12 of the special symbol display result, the determination result of the variation pattern, etc. (step S268). For example, when the variable special symbol designation buffer value is "1", the CPU 103 performs transmission setting to sequentially transmit from the main board 11 to the performance control board 12 as variation start commands, a first variation start designation command, a variation pattern designation command (a command including EXT data indicating the variation pattern determined in step S262, S264, or S265), a display result designation command (a command including EXT data indicating the determined variable display result), and a first special symbol reserved memory number designation command (a first special symbol reserved memory number count value reduced by 1, that is, a command including EXT data indicating the number of first special symbol reserved memories when one reserved memory is consumed by the start of execution of the special symbol game). On the other hand, when the variable special chart designation buffer value is "2", the CPU 103 performs transmission settings to sequentially transmit from the main board 11 to the performance control board 12 as commands at the start of variation, a second variation start designation command, a variation pattern designation command (a command including EXT data indicating the variation pattern determined in step S262, S264 or S265), a display result designation command (a command including EXT data indicating the determined variable display result), and a second special chart reserved memory number designation command (a command including EXT data indicating the second special chart reserved memory number count value reduced by 1, i.e., the number of second special chart reserved memories when one reserved memory is consumed by the start of execution of the special chart game).

[0301] After executing the process of step S268, the CPU 103 updates the value of the special chart process flag to "2" (step S267), and then ends the variation pattern setting process.

[0302] 11-13 is a flowchart showing an example of the process executed in step S113 of Fig. 6 as the special symbol stop process. In the special symbol stop process shown in Fig. 11-13, the CPU 103 first determines whether or not a special symbol confirmation display flag provided in a predetermined area (such as a game control flag setting unit) of the RAM 102 is on (step S291). Here, the special symbol confirmation display flag is set to an on state by the process of step S295 described later in response to the derivation and display of a confirmed special symbol that is a variable display result in the special symbol game.

[0303] When the special symbol confirmation display flag is off in step S291 (step S291; No), settings are made to derive and display the confirmed special symbol (step S292). At this time, a decorative symbol stop command transmission setting process is performed to send a decorative symbol stop command to the performance control board 12 (step 059AKS021). The decorative symbol stop command is also called a symbol confirmation command, and is a command that specifies that the variable display (variation) of the decorative symbol is terminated and the display result (stop symbol) is derived and displayed, and is also a command that specifies the period (confirmation period) for displaying the derived and displayed decorative symbol.

[0304] Here, the main performance control commands transmitted from the main board 11 to the performance control board 12 by the command control process will be explained with reference to Figures 11-14. Note that "(H)" indicates a hexadecimal number.

[0305] Command 80XX(H) is a performance control command (variation pattern designation command) that designates the variation pattern of the decorative pattern that is variably displayed on the image display device 5 in response to the variable display of the special pattern. In this embodiment, a variation pattern designation command corresponding to each variation pattern is set. For example, a unique number (variation pattern number) is assigned to each variation pattern, and this number is set to "XX" in the command (for example, "01" for variation pattern PA1-1). The variation pattern designation command is also a command for designating the start of variation of the decorative pattern.

[0306] Command 8A01(H) is a presentation control command (first start port winning designation command) that specifies that a first start winning has occurred due to a gaming medium entering the first start port. Command 8A02(H) is a presentation control command (second start port winning designation command) that specifies that a second start winning has occurred due to a gaming medium entering the second start port. The first start port winning designation command and the second start port winning designation command are sometimes collectively referred to as start port winning designation commands.

[0307] Command 8CXX(H) is a presentation control command (display result specification command) that specifies whether or not to result in a jackpot or a miss (time reduction), and the type of jackpot or the type of time reduction, i.e., it is a presentation control command (display result specification command) that specifies a variable display result. In this embodiment, a display result specification command corresponding to each display result is set. For example, a unique number is assigned to each display result, and this number is set to "XX" in the command (for example, "00" for "miss," "01" for "miss (time reduction)" with the time reduction type "time reduction A," "05" for "jackpot" with a "probable variable" jackpot type, etc.).

[0308] Command 8D01(H) is a presentation control command (first variation start designation command) that designates the start of variable display (variation) of the first special symbol. Command 8D02(H) is a presentation control command (second variation start designation command) that designates the start of variable display (variation) of the second special symbol. The first variation start designation command and the second variation start designation command may be collectively referred to as variation start designation commands. Note that information indicating whether the variable display of the first special symbol or the variable display of the second special symbol is to be started may be included in the variation pattern determination result designation command described later.

[0309] Command 8FXX(H) is a performance control command (pattern determination command) that specifies that the variable display (variation) of the decorative pattern is terminated and the display result (stop pattern) is derived and displayed, and is also a command that specifies the period (determination period) for displaying the derived and displayed decorative pattern. In the characteristic part 059AK of this embodiment, display result determination commands are set that correspond to whether the variable display result is a "miss (time reduction)" or not, and to each time reduction type when the variable display result is a "miss (time reduction)". For example, if the variable display result is not a "miss (time reduction)", "XX" in the command is set to "00", and if the variable display result is a "miss (time reduction)", a unique number is assigned according to the time reduction type, and that number is set to "XX" in the command (for example, if the time reduction type is "time reduction A", it is "01", if the time reduction type is "time reduction B", it is "02", if the time reduction type is "time reduction C", it is "03", if the time reduction type is "time reduction D", it is "04", etc.).

[0310] Command 95XX(H) is a presentation control command (game state designation command) that designates the game state. In this embodiment, a game state designation command corresponding to each game state is set. For example, if the game state is a normal state (low probability low base), "XX" is set to "00". For example, if the game state is a high probability low base state, "XX" is set to "01". For example, if the game state is a high probability high base state, "XX" is set to "02". For example, if the game state is a low probability high base state, "XX" is set to "03".

[0311] Command A000(H) is a presentation control command (jackpot start designation command) that specifies the start of the jackpot gaming state (start of fanfare). The fanfare is a presentation that is executed at the start of the jackpot gaming state to notify that the jackpot gaming state has been reached. Command A100(H) is a presentation control command (small jackpot start designation command) that specifies the start of the small jackpot gaming state.

[0312] Command A2XX(H) is a presentation control command (command specifying when the large prize opening is open) that specifies the opening of the special variable prize ball device 7 on the number of times (round) indicated by XX. A3XX(H) is a presentation control command (command specifying after the large prize opening is open) that specifies the closing of the special variable prize ball device 7 on the number of times (round) indicated by XX.

[0313] Command A601(H) is a presentation control command (jackpot end designation command) that specifies the end of the jackpot gaming state (start of ending). The ending is a presentation that is executed at the end of the jackpot gaming state and notifies the player that the jackpot gaming state is ending. Command A602(H) is a presentation control command (small jackpot end designation command) that specifies the end of the small jackpot gaming state.

[0314] Command C1XX(H) is a presentation control command (first special chart reserved memory number designation command) that specifies the number of reserved memories for the first special chart. "XX" indicates the number of reserved memories for the first special chart. Command C2XX(H) is a presentation control command (second special chart reserved memory number designation command) that specifies the number of reserved memories for the second special chart. "XX" indicates the number of reserved memories for the second special chart. The first special chart reserved memory number designation command and the second special chart reserved memory number designation command are sometimes collectively referred to as the special chart reserved memory number designation command.

[0315] Command C4XX(H) is a presentation control command (symbol determination result designation command) that specifies the display result among the determination results at the time of the start winning. Command C5XX(H) is a presentation control command (variation pattern determination result designation command) that specifies the variation pattern among the determination results at the time of the start winning. In this embodiment, in the processing of step S101 described later, when the first start winning or the second start winning occurs, random number values ​​MR1 ​​to MR3 are extracted. For the variable display corresponding to the extracted random number values ​​MR1 ​​to MR3, before the start condition of the variable display is established, it is determined whether the variable display result of the variable display will be a "jackpot" and the variation pattern of the variable display based on the random number values ​​MR1 ​​and MR3 among the extracted random number values ​​MR1 ​​to MR3. The determination at the time of the start winning refers to these determinations, and is executed in the random number value determination processing at the time of winning in step S1213 (see Figure 11-3). Note that this determination may not be made in certain cases. A unique number is assigned to the judgment result (including cases where there is no judgment) about the display result, and that number is set to "XX" in the pattern specification command (for example, "00" is set for "no judgment", "01" is set for "miss", a unique number is assigned according to the type of time-saving for "miss (time reduction)", and a unique number is assigned according to the type of jackpot for "jackpot"). A unique number is assigned to the judgment result (including cases where there is no judgment) about the fluctuation pattern, and that number is set to "XX" in the fluctuation pattern specification command (for example, "00" for "no judgment", "11" for "PA1-1", "12" for "PA1-2", etc.).

[0316] FIG. 11-15(A) is a flowchart showing an example of a process executed in step 059AKS021 of FIG. 11-13 as a decorative symbol stop command transmission setting process. The decorative symbol stop command transmission setting process is a process for setting transmission of a decorative symbol stop command according to the variable display result and the time-saving type. In the decorative symbol stop command transmission setting process, the CPU 103 first determines whether or not the time-saving flag is set to the on state (step 059AKS041). If the time-saving flag is set to the off state (step 059AKS041; No), the CPU 103 determines whether or not the time-saving start flag is set to the on state (step 059AKS042). If the time-saving start flag is set to the on state (step 059AKS042; Yes), since the current variable display result is a "miss (time-saving)," the CPU 103 sets transmission of a decorative symbol stop command according to the time-saving type (step 059AKS043) and ends the decorative symbol stop command transmission setting process.

[0317] Specifically, in step 059AKS043, as shown in FIG. 11-15(B), a decorative symbol stop command (symbol determination command) predetermined according to the time-saving type is set. As shown in the figure, the determination time is 10 seconds for "Time-saving A" and "Time-saving B," while the determination time is 5 seconds for "Time-saving C," and 2 seconds for "Time-saving D." The time-saving types of "Time-saving A" and "Time-saving B" are determined only when the variable display result of the first special symbol is "miss (time-saving)," while the time-saving types of "Time-saving C" and "Time-saving D" are determined only when the variable display result of the second special symbol is "miss (time-saving)." Therefore, the determination time differs between when the variable display result of the first special symbol is "miss (time-saving)" and when the variable display result of the second special symbol is "miss (time-saving)," and therefore the variety of variable displays increases, improving the enjoyment of the game. Furthermore, if the variable display result of the second special symbol is a "miss (time-saving)," the fixed period differs depending on the type of time-saving, which can attract the player's attention to the fixed period. Furthermore, in feature unit 059AK, the processing of step 059AKS043 is performed only when the time-saving state is not active. Therefore, the processing of step 059AKS043 is performed only when the variable display result of the variable display corresponding to the reserved (remaining reserved) second special symbol remaining after the time-saving state ends is a "miss (time-saving)," resulting in a fixed period corresponding to the time-saving type shown in the figure, "time-saving C" or "time-saving D." In other words, in cases where the time-saving state is again controlled within a short period after the time-saving state ends (after the end of a maximum of four variable display periods for the maximum reserved memory number of the second special symbol), the fixed period ("time-saving C" and "time-saving D") is shorter than when the variable display result corresponding to the first special symbol is a "miss (time-saving)" in the normal state ("time-saving A" and "time-saving B"), as shown in the figure. Therefore, by lengthening the fixed period for the normal state and the variable display of the first special symbol, which is necessary to clearly notify the player that the game will be controlled to the time-shortened state, it is possible to provide a period during which the player is clearly notified that the game will be controlled to the time-shortened state. Also, if the game is to be controlled to the time-shortened state again in a short period after the time-shortened state ends, a long fixed period could decrease interest in the game, so the fixed period is shortened to prevent a decrease in interest in the game.

[0318] If the time-saving flag is on in step 059AKS041 of Figure 11-15 (A) (step 059AKS041; Yes), or if the time-saving start flag is off in step 059AKS042 (step 059AKS042; No), CPU 103 sets the decorative pattern stop command to send command 8F00 (determined period 0.5 seconds) (step 059AKS044), and terminates the decorative pattern stop command sending setting process.

[0319] Returning to FIG. 11-13, after executing the processing of step 059AKS021, the CPU 103 sets the fixed period (10 seconds, 5 seconds, 2 seconds, or 0.5 seconds) corresponding to the decorative symbol stop command (symbol fixed command) set in step 059AKS021 as the special symbol fixed display time (step 059AKS022). In addition, in the processing of step 059AKS022, a timer initial value predetermined according to the variable display result and the time-saving type may be set in the game control process timer provided in the game control timer setting unit 153. Then, after setting the special symbol fixed display flag to the ON state (step S295), the special symbol stop processing is terminated. In this way, after the confirmed special pattern is derived and displayed by the processing of step S292, until the special pattern confirmed display time set in step 059AKS022 has elapsed, the special pattern confirmed display flag will be determined to be on in step S291 each time the special pattern stop processing is executed in the special pattern process processing in response to the occurrence of a timer interrupt.

[0320] When the special symbol confirmation display flag is on in step S291 (step S291; Yes), it is determined whether the special symbol confirmation display time has elapsed (step S296). For example, in the processing of step S296, the game control process timer value, which is the stored value of the game control process timer whose timer initial value was set in the processing of step S294, is read, and it is determined whether the special symbol confirmation display time has elapsed depending on whether the timer value has become "0". Note that, if the timer value is a value other than "0", the game control process timer value may be updated so that it is decremented by 1 each time the game control timer interrupt processing is executed based on the occurrence of a timer interrupt. If the special symbol confirmation display time has not elapsed in step S296 (step S296; No), the special symbol stop processing is terminated, and the process waits until the special symbol confirmation display time has elapsed.

[0321] When the special symbol confirmation display time has elapsed in step S296 (step S296; Yes), the special symbol confirmation display flag is cleared to an OFF state (step S297), and then it is determined whether the jackpot flag is ON (step S298). At this time, if the jackpot flag is ON (step S298; Yes), a predetermined fixed time is set as the jackpot start performance waiting time (step S299). In addition, settings are made to transmit a jackpot start designation command from the main board 11 to the performance control board 12 (step S300). For example, in the processing of step S300, setting data indicating a storage address in ROM 101 of a jackpot start designation command table prepared in advance to transmit a jackpot start designation command corresponding to the jackpot type buffer value may be stored in a buffer area designated by the transmission command pointer in the transmission command buffer.

[0322] Following the processing of step S300, the jackpot flag is cleared to the OFF state (step S301). Also, settings are made to end the probability variable state, time-saving state, and remaining reserved period (described later) (step 059AKS023). For example, the processing of step 059AKS023 may include clearing the probability variable flag, time-saving flag, and remaining reserved period flag to the OFF state, or clearing the time-saving counter for counting the remaining number of special symbol games executed in the time-saving state. Then, the value of the special symbol process flag is updated to "4," which corresponds to the pre-jackpot release processing (step S303), and the special symbol stop processing is terminated.

[0323] If the big hit flag is off in step S298 (step S298; No), it is determined whether the small hit flag is on (step S304). At this time, if the small hit flag is on (step S304; Yes), a predetermined fixed time is set as the small hit start performance waiting time (step S305). Next, a setting is made to send a hit start designation command corresponding to the special chart display result becoming "small hit" from the main board 11 to the performance control board 12 (step S306). After that, the small hit flag is cleared to the off state (step S307). In addition, the value of the special chart process flag is updated to "8", which is a value corresponding to the small hit release pre-processing (step S308).

[0324] If the small hit flag is off in step S304 (step S304; No), it is determined whether the time-saving start flag is on (step 059AKS024). If the time-saving start flag is on (step 059AKS024; Yes), time-saving start processing is executed (step 059AKS025). Details of the time-saving start processing will be described later. After executing the processing of step 059AKS025, or if the time-saving start flag is off in step 059AKS024 (step 059AKS024; No), the CPU 103 clears the special chart process flag and initializes its value to "0" (step S309). After executing either the processing of step S308 or S309, it is determined whether to end the time-saving state (step 059AKS027). Specifically, in the processing of step 059AKS027, when the time-saving flag is on, the time-saving count value, which is the stored value of the time-saving count counter, is updated, for example, by subtracting 1. Then, it is determined whether the updated time-saving count value matches a predetermined time-saving end determination value (for example, "0"). At this time, if it matches the time-saving end determination value, it is determined as Yes. On the other hand, if it does not match the time-saving end determination value, it is determined as No.

[0325] If the time-shortening state is to be ended (step 059AKS027; Yes), the CPU 103 performs a time-shortening end process (step 059AKS028). Details of the time-shortening end process will be described later. After executing the process of step 059AKS028, or if the time-shortening state is not to be ended in step 059AKS027 (step 059AKS027; No), the CPU 103 determines whether or not it is the remaining reservation period (step 059AKS030). Whether or not it is the remaining reservation period can be determined by checking whether or not a remaining reservation period flag, which will be described later, is set to an on state. If it is the remaining reservation period, that is, if the remaining reservation period flag is on (step 059AKS030; Yes), the CPU 103 performs a remaining reservation period end determination process (step 059AKS031) and then ends the special symbol stop process. Details of the remaining reservation period end determination process will be described later. On the other hand, if it is not the remaining reserved period, that is, if the remaining reserved period flag is off (step 059AKS030; No), the CPU 103 ends the special symbol stop processing as it is.

[0326] FIG. 11-16 is a flowchart showing an example of the processing executed in step 059AKS025 of FIG. 11-13 as the time-saving start processing. The time-saving start processing is a processing for performing settings for time-saving control from the next variable display when the variable display result is "miss (time-saving)." In the time-saving start processing shown in FIG. 11-16, the CPU 103 first clears the time-saving start flag to the OFF state (step 059AKS051) and sets the time-saving in progress flag to the ON state (step 059AKS052). Next, it is determined whether the flag is ON during the remaining reserved period (step 059AKS053). The remaining reservation period flag is a flag indicating that a variable display corresponding to the reservation (remaining reservation) of the second special chart remaining after the time-saving period ends is in progress, and is set to the on state by the processing of step 059AKS063 (see Figure 11-17) described below, and is cleared to the off state when all variable displays corresponding to the reservation (remaining reservation) of the second special chart remaining after the time-saving period ends (step 059AKS072 described below), or when the variable display result of the variable display corresponding to the reservation (remaining reservation) of the second special chart remaining after the time-saving period ends is "miss (time-saving)" (step 059AKS055 described below).

[0327] If it is determined in step 059AKS053 of Fig. 11-16 that the flag is in the off state during the remaining reserved period (step 059AKS053; No), the CPU 103 sets up to send a right hit command to instruct the player to hit the ball to the right side of the game area (step 059AKS054), and ends the time-saving start processing. The right hit command set in the processing of step 059AKS054 is sent to the performance control board 12, and the right hit instruction display shown in Fig. 11-33(F) is displayed on the performance control board 12.

[0328] On the other hand, if it is determined in step S059AKS053 of FIG. 11-16 that the remaining reserved period flag is ON (step S059AKS053; Yes), the CPU 103 clears the remaining reserved period flag to OFF (step S059AKS055) and clears various count values ​​(step S059AKS056). In the processing of step S059AKS056, the remaining reserved period count value and the time-saving end variable count value, which will be described later, are cleared to their initial values ​​of "0." The time-saving end variable count value, like the remaining reserved period count value, may be stored in a predetermined area of ​​RAM 102 and is a count value indicating the number of variable displays that have been performed since the time-saving state ended. Although not shown, the time-saving end variable count value may be incremented by +1 each time a variable display is performed when the remaining reserved period flag is ON, for example, in the special symbol variable processing in step S112 of FIG. 6.

[0329] After executing the processing of step 059AKS056 in Figure 11-16, the CPU 103 sets up to send a simple mode right-hit instruction command (step 059AKS057) and ends the processing at the start of time-saving. The simple mode right-hit instruction command set up in the processing of step 059AKS057 is sent to the performance control board 12, and a right-hit instruction display of the mode shown in Figure 11-35 (O) is displayed on the performance control board 12 side. The simple mode right-hit instruction command set up to be sent up in step 059AKS057 in Figure 11-16 is different from the right-hit instruction command set up to be sent up in the processing of step 059AKS054, and this is because the variable display result during the remaining reserved period is "miss (time-saving)". Specifically, since the time-saving state will be restored again in a short period of time after the time-saving state ends (at most after the end of the period of four variable displays of the maximum reserved memory number of the second special symbol), if the right-hit instruction command set for transmission in the processing of step 059AKS054 is transmitted in the processing of step 059AKS057, there is a risk that it will be irritating to the player. Therefore, in the processing of step 059AKS057, a command for displaying the right-hit instruction in a simple manner is transmitted, thereby preventing the player from being annoyed and losing interest in the game.

[0330] FIG. 11-17 is a flowchart showing an example of the processing executed in step 059AKS028 of FIG. 11-13 as the time-saving end processing. This time-saving end processing terminates the time-saving control and sets the remaining hold period. Note that, in a probability variable state in which the time-saving flag and the probability variable flag are both on, the time-saving control may be continued until the next variable display result becomes a "jackpot." Alternatively, a determination may be made as to whether or not to terminate the time-saving control even in the probability variable state, and the time-saving control may be terminated based on the determination result that the time-saving control should be terminated. When the time-saving control is terminated in this manner, the probability variable control may also be terminated to return to the normal state, or the probability variable control may be continued until the next variable display result becomes a "jackpot" or until a predetermined number of special game games have been executed.

[0331] In the time-saving end processing shown in FIG. 11-17, the CPU 103 first clears the time-saving flag to the OFF state (step 059AKS061). Then, it is determined whether or not there is a reservation (remaining reservation) of the second special symbol (step 059AKS062). In step 059AKS062, it is sufficient to determine whether or not there is a reservation (remaining reservation) of the second special symbol by checking the reservation information corresponding to the second special symbol stored in a predetermined area of ​​the RAM 102.

[0332] If there are any reserved second special symbols (remaining reserved symbols) (step 059AKS062; Yes), the remaining reserved period flag is set to ON (step 059AKS063), and the remaining reserved number count value is set according to the number of reserved second special symbols (remaining reserved symbols) (step 059AKS064). Specifically, in step 059AKS064, if the number of reserved symbols corresponding to the second special symbols stored in a predetermined area of ​​the RAM 102 is "4", the remaining reserved number count value is set to "4", if it is "3", it is set to "3", if it is "2", it is set to "2", and if it is "1", it is set to "1".

[0333] After executing the processing of step 059AKS064, the CPU 103 initializes the fluctuation count value after the time-saving end by setting it to "0" (step 059AKS065). Note that since the fluctuation count value after the time-saving end is initialized to "0" in step 059AKS056 of FIG. 11-16, if it is "0", the processing of step 059AKS065 may be skipped. After executing the processing of step 059AKS065, the CPU 103 sets up to send a right-hit erase command to erase the right-hit instruction display (step 059AKS066), and ends the processing at the end of the time-saving end. The right-hit erase command set in the processing of step 059AKS066 is sent to the performance control board 12, and the processing of step 059AKS136 shown in FIG. 11-30 is executed on the performance control board 12 side, thereby erasing the right-hit instruction display.

[0334] If it is determined in step 059AKS062 of Figure 11-17 that there is no reservation (remaining reservation) for the second special chart (step 059AKS062; No), the CPU 103 sets up to send a left-hit instruction command to instruct the player to return to so-called left-hit, which fires the game ball into the game area on the left side (step 059AKS067), and ends the processing at the end of the time-saving period.

[0335] FIG. 11-18 is a flowchart showing an example of the process executed in step 059AKS031 of FIG. 11-13 as the remaining reservation period end determination process. The remaining reservation period end determination process is a process that determines whether the remaining reservation period has ended, that is, whether all variable displays corresponding to the reservations (remaining reservations) of the second special symbols remaining after the time-saving period has ended, and ends the remaining reservation period if they have ended. I...

Claims

[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player when a specific display result is displayed as a variable display result, A game control means for controlling the progress of a game; A performance execution means capable of executing a performance based on information from the game control means; A display means; A movable body, The game control means includes: A determination means for determining the advantageous state; A determination means for determining that the advantageous state will be achieved before the determination by the determination means; A state control means for controlling a special state in which a variable display is more easily performed than in a normal state; and an information transmitting means capable of transmitting to the performance executing means a plurality of types of information including determination result information capable of identifying that the advantageous state will be controlled when the determination means determines that the advantageous state will be achieved; The state control means, when a special display result is displayed in the normal state, controls from the normal state to the special state based on the special display result, The determination means is capable of determining that the special state will be entered before the state control means controls the vehicle to the special state, The information transmission means is capable of transmitting special information capable of identifying that the vehicle will be controlled to the special state when the determination means determines that the vehicle will be in the special state, The performance execution means includes: When the determination result information is received, a pre-reading effect can be executed based on the determination result information, It is possible to execute a movable body performance in which the movable body is moved, A special effect can be executed to notify the player that the game is controlled to the advantageous state. A specific effect can be executed before the special effect is executed, The display means is When the specific pseudo-movable object display is moved in the specific performance, the specific pseudo-movable object display can be moved from a specific first display position to a specific second display position, and then the specific pseudo-movable object display can be hidden without being moved from the specific second display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the specific second display position; When the special pseudo-movable object display is moved during the special performance, the special pseudo-movable object display can be moved from a special first display position to a special second display position, and then moved from the special second display position to the special first display position, and then hidden; An effect display that emphasizes the specific pseudo movable body display can be displayed in the vicinity of the specific pseudo movable body display, In the special performance, after the special pseudo movable body display is made non-display, it is notified that the special pseudo movable body display will be controlled to the advantageous state; When the movable body performance is executed in the specific performance and the specific pseudo-movable body display is displayed, the rate of being controlled to the advantageous state is higher than when the movable body performance is not executed in the specific performance and the specific pseudo-movable body display is displayed. A gaming machine characterized by:

Citation Information

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