Gaming Machines

JP7640042B2Active Publication Date: 2025-03-05TAKAO KK
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2020197386
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-11-27
Publication Date
2025-03-05
Estimated Expiration
2040-11-27

AI Technical Summary

Benefits of technology

【0015】 本発明の遊技機によれば、復活演出による演出効果を高めて遊技興趣を向上させることができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007640042000001
    Figure 0007640042000001
  • Figure 0007640042000002
    Figure 0007640042000002
  • Figure 0007640042000003
    Figure 0007640042000003
Patent Text Reader

Abstract

To enhance interest in a game by increasing a performance effect by a revival performance.SOLUTION: A game machine includes: winning / losing determination means for performing determination of winning or losing on the basis of satisfaction of a predetermined condition; jackpot game execution means for executing a jackpot game when a determination result by the winning / losing determination means is winning; variation performance means for executing a pattern variation performance for stopping and displaying a pattern for showing a determination result of the winning / losing determination means after variably displaying a performance pattern; and revival performance means for executing a revival performance for changing to a winning pattern showing a determination result is winning after the performance pattern is stopped temporarily in a losing pattern showing a determination result is losing by the variation performance mean and for suggesting stopping and displaying of the performance pattern. The revival performance means can execute a first revival performance (revival performance 1A) in which a performance pattern is stopped temporarily in a losing pattern and then is started at predetermined timing, and a second revival performance (revival performance 2) that is started at timing later than the predetermined timing.SELECTED DRAWING: Figure 24
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, as this type of gaming machine, a hit / miss judgment is made based on the entry of a game ball into a start hole, and if the hit / miss judgment judges that a hit has occurred, a big prize hole is opened to execute a big win game, and the result of the hit / miss judgment is notified to the player by a variable performance of a performance pattern. For example, Patent Document 1 describes a method in which a plurality of performance patterns are displayed in a variable manner, a reach performance is performed to indicate that a combination of a big win will be reached if the remaining performance pattern is aligned, and at the end of the reach performance, the performance patterns are pseudo-stopped (temporarily stopped) with a combination that is not a good combination, and then a revival performance is performed to stop and display the combination of a big win. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-50876 A Summary of the Invention [Problem to be solved by the invention]

[0004] By executing the above-mentioned revival performance, even if the performance symbols temporarily stop with a bad combination, there is a possibility of a big win, so it is possible to keep the player's expectations up to the end of the variable performance. However, this revival performance changes the bad combination into a big win combination, so it tends to become monotonous, and there is still room for improvement to enhance the performance effect.

[0005] The main object of the gaming machine of the present invention is to enhance the presentation effect of the revival presentation and thereby increase interest in the game. [Means for solving the problem]

[0006] In order to achieve the above-mentioned main object, the gaming machine of the present invention employs the following means.

[0007] The first gaming machine of the present invention is A means for determining whether or not a prize is awarded based on the establishment of a predetermined condition; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination means is a hit; A variable performance means for executing a pattern variable performance in which a performance pattern is displayed in a variable manner and stopped at a pattern indicating the judgment result of the winning / losing judgment means; A revival performance means for executing a revival performance suggesting that the performance symbol is temporarily stopped at a losing symbol indicating a losing result by the variable performance means, and then the performance symbol is changed to a winning symbol indicating a winning result by the determination result, and the performance symbol is stopped and displayed; A gaming machine comprising: The revival performance means is capable of executing a first revival performance that starts at a predetermined timing after the performance symbol is temporarily stopped at the losing symbol, and a second revival performance that starts at a timing after the predetermined timing. The gist of the present invention is as follows.

[0008] In the first gaming machine of the present invention, it is possible to execute a first revival performance that starts at a predetermined timing after the performance symbol is temporarily stopped at a losing symbol, and a second revival performance that starts at a timing later than the predetermined timing. Therefore, even if the revival performance (first revival performance) is not executed at the predetermined timing after the performance symbol is temporarily stopped at a losing symbol during the symbol variation performance, the revival performance (second revival performance) may be executed after that, so that the player can pay attention to whether the revival performance is executed or not, and can enjoy the performance for a longer period of time. Therefore, the performance effect of the revival performance can be enhanced, and the interest in the game can be improved.

[0009] The second gaming machine of the present invention is A means for determining whether or not a prize is awarded based on the establishment of a predetermined condition; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination means is a hit; A specific state transition means for transitioning to a specific state which is more advantageous to the player than a normal state after the end of the jackpot game; A variable performance means for executing a pattern variable performance in which a performance pattern is displayed in a variable manner and stopped at a pattern indicating the judgment result of the winning / losing judgment means; A revival performance means for executing a revival performance suggesting that the performance symbol is temporarily stopped at a losing symbol indicating a losing result by the variable performance means, and then the performance symbol is changed to a winning symbol indicating a winning result by the determination result, and the performance symbol is stopped and displayed; A gaming machine comprising: The revival performance means is capable of executing a first revival performance that starts at a predetermined timing after the performance pattern is temporarily stopped at the losing pattern, and a second revival performance that starts at a timing after the predetermined timing, When the second revival performance is executed during the pattern change performance and the performance pattern is stopped and displayed as the winning pattern, it is more likely that the advantageous big win game will be executed than when the first revival performance is executed and the performance pattern is stopped and displayed as the winning pattern. The gist of the present invention is as follows.

[0010] In the second gaming machine of the present invention, it is possible to execute a first revival performance that starts at a predetermined timing after the performance symbol is temporarily stopped at a losing symbol, and a second revival performance that starts at a timing later than the predetermined timing. In addition, when the second revival performance is executed and the performance symbol is stopped and displayed as a winning symbol, it is more likely that the advantageous jackpot game will be executed than when the first revival performance is executed and the performance symbol is stopped and displayed as a winning symbol. Therefore, even if the revival performance (first revival performance) is not executed at a predetermined timing after the performance symbol is temporarily stopped at a losing symbol during the symbol variation performance, the revival performance (second revival performance) may be executed thereafter, so that the player can be drawn to whether the revival performance is executed or not, and can enjoy the performance for a longer period of time. In addition, since it is more likely that an advantageous jackpot game will be executed if the revival performance is executed later, the player's attention can also be drawn to the timing at which the revival performance is executed. Therefore, it is possible to enhance the performance effect of the revival performance and improve the interest in the game.

[0011] The specific state (advantageous state) may be a high probability state (probability state) in which the probability of determining a win in the win / loss judgment is higher than in the normal state. In addition, when the predetermined condition is established by the entry of a game ball into the start port, and a variable start port is provided as the start port in which the possibility of the game ball entering the start port changes, the specific state may be an easy-to-enter state (time-saving state) in which the game ball is easily entered into the variable start port. Furthermore, a state in which both the high probability state and the easy-to-enter state occur may be the specific state. In addition, the high probability of an advantageous jackpot being executed means that the player is likely to have a high probability of being advantageous during or after the jackpot game because the player can obtain a large amount of game profit. For example, it may be that the high probability of a jackpot being selected to transition to a specific state such as a high probability state after the jackpot game is completed. In addition, in a gaming machine of a type that transitions to a specific state such as a high probability state after the end of a jackpot game by a ball entering a specific area during the jackpot game, it may be possible to determine that a hit that is likely to enter the specific area during the jackpot game is highly likely to be selected. Also, it may be possible to determine that a hit that is likely to produce a large amount of game profit (e.g., balls) during the jackpot game is highly likely to be selected.

[0012] The third gaming machine of the present invention is A means for determining whether or not a prize is awarded based on the establishment of a predetermined condition; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination means is a hit; A specific state transition means for transitioning to a specific state which is more advantageous to a player than a normal state; A specific determination means for determining whether or not to transition to the specific state without going through the jackpot game; A variable performance means for executing a pattern variable performance in which a performance pattern is displayed in a variable manner to display a pattern indicating the judgment result of the winning / losing judgment means or a pattern indicating the judgment result of the specific judgment means; A revival performance means for executing a revival performance suggesting that the performance symbol is temporarily stopped at a losing symbol indicating a losing result by the variable performance means, and then the performance symbol is changed to a winning symbol indicating a winning result by the determination result, and the performance symbol is stopped and displayed; A gaming machine comprising: The variable performance means has, as the winning symbols, a first winning symbol indicating a winning result of the winning / losing determination means, and a second winning symbol indicating a transition to the specific state according to a determination result of the specific determination means; The revival performance means is capable of executing a first revival performance that starts at a predetermined timing after the performance symbol temporarily stops at the losing symbol, and a second revival performance that starts at a timing after the predetermined timing, and executes the first revival performance when the losing symbol is changed to the first winning symbol, and executes the second revival performance when the losing symbol is changed to the second winning symbol. The gist of the present invention is as follows.

[0013] In the third gaming machine of the present invention, it is possible to execute a first revival performance that starts at a predetermined timing after the performance symbol is temporarily stopped at a losing symbol, and a second revival performance that starts at a timing after the predetermined timing. In addition, when the result of the judgment by the winning / losing judgment means is changed from the losing symbol to the first winning symbol indicating a win, the first revival performance is executed, and when the result of the judgment by the specific judgment means is changed from the losing symbol to the second winning symbol indicating a transition to a specific state, the second revival performance is executed. Therefore, even if the revival performance (first revival performance) is not executed at a predetermined timing after the performance symbol is temporarily stopped at a losing symbol during the symbol variation performance, the revival performance (second revival performance) may be executed thereafter, and also, since there is a possibility of transitioning to a specific state even if a jackpot game is not executed, the player can be drawn to whether the revival performance is executed and can enjoy the performance for a longer period of time. Therefore, the performance effect of the revival performance can be enhanced to improve the interest in the game. In addition, if the specified condition is met when a game ball enters the starting hole, and the starting hole is equipped with a variable starting hole in which the possibility of the game ball entering the starting hole changes, the specific state (advantageous state) may be an easy-to-enter state (time-saving state) in which it is easier for the game ball to enter the variable starting hole.

[0014] In any one of the first to third gaming machines of the present invention, a reach performance means is provided for executing any one of a plurality of reach performances during the execution of the symbol-changing game, and the revival performance means is capable of executing a plurality of first revival performances corresponding to each of the plurality of reach performances as the first revival performance and a second revival performance common to the plurality of reach performances as the second revival performance, and when executing the first revival performance, the first revival performance corresponding to the reach performance executed by the reach performance means among the plurality of first revival performances is executed, and when executing the second revival performance, the common second revival performance is executed regardless of the reach performance executed by the reach performance means. In this way, the first revival performance that starts at a relatively early predetermined timing after the performance pattern is temporarily stopped at a miss pattern can be made to correspond to the reach performance, thereby enhancing the performance effect by providing a relevance between the performances, and the second revival performance that starts at a timing later than the predetermined timing can be made to have a special feeling without giving a sense of incongruity by suppressing the relevance with the reach performance. Effect of the Invention

[0015] According to the gaming machine of the present invention, the presentation effect of the revival presentation can be enhanced, thereby increasing interest in the game. [Brief description of the drawings]

[0016] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Diagram 2] 1 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Diagram 3] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Figure 4] 1 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Diagram 5] 1 is an explanatory diagram illustrating the specifications of a pachinko machine 1. FIG. [Figure 6] 4 is a flowchart showing an example of a main control process executed by a CPU 60a of the main control device 60. [Figure 7] A flowchart showing an example of a start winning process. [Figure 8] 13 is a flowchart showing an example of a special symbol game process. [Figure 9] 13 is a flowchart showing an example of a special symbol game process. [Figure 10] 13 is a flowchart showing an example of a first special pattern change display related process. [Figure 11] A flowchart showing an example of a second special pattern change display related process. [Figure 12] FIG. 13 is an explanatory diagram showing an example of a symbol determination table. [Figure 13] FIG. 13 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 14] 13 is a flowchart showing an example of a jackpot game process. [Figure 15] 13 is a flowchart showing an example of a jackpot game process. [Figure 16] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 17] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 18] FIG. 13 is an explanatory diagram showing an example of SP reaches A and B. [Figure 19] An explanatory diagram showing an example of the relationship between SP reach, revival performance, and jackpot determination result. [Figure 20] An explanatory diagram showing an example of how a pattern change effect is executed. [Figure 21] An explanatory diagram showing an example of how a pattern change effect is executed. [Figure 22] An explanatory diagram showing an example of how a pattern change effect is executed. [Figure 23] An explanatory diagram showing an example of how a pattern change effect is executed. [Figure 24] An explanatory diagram showing an example of a time chart when the SP reach performance is performed and the performance pattern is stopped and displayed. [Diagram 25] FIG. 13 is an explanatory diagram showing an example of a variation pattern table of a modified example. [Figure 26] An explanatory diagram showing an example of how a pattern change effect is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Next, a mode for carrying out the present invention will be described using examples. EXAMPLES

[0018] Fig. 1 is a front view of a pachinko machine 1 as an embodiment of the present invention, Fig. 2 is a schematic diagram of a game board 20 of the pachinko machine 1, and Fig. 3 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example of applying the present invention to a so-called seven-type game machine, which starts the variable display of special symbols when a game ball enters a start hole, and starts a jackpot game when the special symbols are stopped and displayed as a predetermined jackpot symbol, will be described.

[0019] [External configuration of pachinko machine 1] 1, the pachinko machine 1 of this embodiment includes a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.

[0020] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as a roughly rectangular plastic frame body. Meanwhile, the outer frame 2 is configured as a roughly rectangular wooden frame body, and is fixed to the island frame of the island equipment in the game hall.

[0021] Speakers 14 are provided on the upper left and right sides of the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, the front frame 3 is provided with multiple frame side decorative lamps (lamps) 15 that emit light according to the game status.

[0022] The upper tray 11 is adapted to dispense prize balls and loan balls. A settlement display device 52 is provided on the right side of the upper surface of the upper tray 11, which displays the balance of the prepaid card inserted into the CR unit 50, and the settlement display device 52 is provided with a ball loan button 53 for instructing the loan of game balls and a settlement button 54 for instructing the settlement (return) of the prepaid card inserted into the CR unit 50. In addition, a performance button 16 for performing various performances in response to the player's operation is provided on the center of the upper surface of the upper tray 11. The lower tray 12 is adapted to receive balls that have spilled over from the upper tray 11.

[0023] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, a launch motor 83 (see Figure 3) of the launch device (not shown) is activated, and game balls are shot one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.

[0024] [Configuration of game board 20] As shown in Fig. 2, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a normal symbol operation gate 22 arranged to the right of the center role 38, a first start opening 23 arranged in the lower part of the game area 21, a second start opening 24 that opens and closes arranged below the normal symbol operation gate 22, a big prize opening 25 arranged in the lower right part of the game area 21, a normal prize opening 26 that is always open and arranged in the lower left part of the game area 21, and an outlet 29 for collecting game balls that do not enter any of the prize openings. In addition, a large number of nails 21c that guide and bounce game balls flowing down the game area 21 are planted in the game board 20.

[0025] The second starting hole 24 is a variable ball entry hole (predetermined winning hole) configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b, and a second starting hole solenoid 24c (see FIG. 3) that operates the opening and closing blades 24b. This second starting hole 24 is normally in a normal state in which the opening and closing blades 24b are upright and it is difficult for game balls to enter, and when the normal symbol is stopped and displayed as a winning symbol and a winning game (normal symbol winning game) is played, the opening and closing blades 24b are opened to the left and right by the second starting hole solenoid 24c, and the second starting hole 24 is in an open state in which game balls can easily enter. A second starting hole switch 24a (see FIG. 3) is attached to the second starting hole 24 to detect the entry of game balls and count the number of balls that have entered. The second start hole 24 is closed when the second start hole switch 24a counts a specified number of game balls entering the hole, or when a predetermined maximum opening time has elapsed before the specified number of counts.

[0026] The big prize opening 25 is a variable ball entrance configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a big prize opening solenoid 25c (see FIG. 3) that operates the opening / closing plate 25b. This big prize opening 25 is usually closed by the opening / closing plate 25b to prevent game balls from entering, and when the special symbol is stopped and displayed as a big win symbol to play a big win game, the opening / closing plate 25b is opened forward by the big prize opening solenoid 25c to allow game balls to enter. A big prize opening switch 25a (see FIG. 3) is attached to the big prize opening 25 to detect the entry of game balls and count the number of balls that have entered. The big prize opening 25 is closed when the big prize opening switch 25a counts a specified number of game balls entering the opening, or when a predetermined maximum opening time (for example, 28.0 seconds) has elapsed before the specified number of counts have been reached (round play). The big prize play is performed by repeating the round play a predetermined number of times.

[0027] The first starting hole 23 allows the player to insert the game ball by rotating the launch handle 13 (so-called left hit) so that the game ball flows down to the left area (first game area) of the game area 21. On the other hand, the second starting hole 24 and the big prize hole 25 cannot insert the game ball by hitting it from the left, and the game ball can be inserted by rotating the launch handle 13 (so-called right hit) so that the game ball flows down to the right area (second game area) of the game area 21. However, the second starting hole 24 and the big prize hole 25 are variable prize holes, and the game ball can be inserted only when they are opened when the normal symbol is won or when the special symbol is won as a big hit, respectively.

[0028] Arranged in the lower right corner of the game board 20 are a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.

[0029] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and a plurality of display modes are expressed by a combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entrance of a game ball into the start hole, and when a predetermined variable time has elapsed, the special symbol is displayed in one of a plurality of predetermined stop display modes to display the special symbol in a stopped state. Then, when the special symbol is displayed in a stopped state as a jackpot symbol, a jackpot game is executed. Also, in this embodiment, when the special symbol is displayed in a stopped state (determined display) as a predetermined time-saving symbol, the game state becomes a time-saving state. The first special symbol display device 31 is a display device for the first start hole ball entrance that displays the special symbol in a variable manner based on the entrance of a game ball into the first start hole 23, and the second special symbol display device 32 is a display device for the second start hole ball entrance that displays the special symbol in a variable manner based on the entrance of a game ball into the second start hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).

[0030] Here, the jackpot patterns of the special symbols include normal jackpot patterns that result in normal jackpots and probability-variable jackpot patterns that result in probability-variable jackpots. The probability-variable jackpot is a winning mode in which a probability-variable state occurs in which the winning probability (jackpot probability) of the special symbol is set higher than in the normal state until the number of times the special symbol changes and displays reaches a predetermined number of times (10,000 times in the embodiment) as a game state after the end of the jackpot game, and in this embodiment, a time-saving state also occurs. The time-saving state is a state in which the change time of the normal symbol and the special symbol is shorter than in the normal state, and the opening time of the second start hole 24 when the normal symbol is won is extended than in the normal state, and the operation frequency of the normal electric role is higher than in the normal state. In this probability-variable state (including the time-saving state), when the number of times the special symbol changes and displays reaches a predetermined number of times, the probability-variable state ends and returns to the normal state. A normal jackpot is a winning mode in which a time-saving state occurs as the game state after the end of a jackpot game until the number of times the special symbol is displayed in a variable manner reaches a predetermined number of times (100 times in this embodiment). In addition, in a normal jackpot, the game state after the end of a jackpot game may be a normal state without being a time-saving state. In this embodiment, regardless of the game state (normal state, time-saving state, or probability change state), the probability of winning a normal symbol is constant and is a relatively high probability (for example, 1 / 1.1).

[0031] In addition to the jackpot symbol, the special symbols include time-saving symbols that cause a time-saving state without causing a jackpot. The time-saving symbol continues the time-saving state until the number of times the special symbol changes and displays reaches a predetermined number (for example, 10 times, 30 times, 1000 times, etc.), and when the predetermined number of times is reached, the time-saving state ends and the state returns to normal.

[0032] In addition, if a game ball enters the first start hole 23 during the variable display of the first special symbol or during a jackpot game, the variable display of the first special symbol is reserved up to a predetermined number (four times in this embodiment), and after the current variable display ends, the variable display of the reserved first special symbol is started sequentially. The reserved number of first special symbols is displayed on the first special symbol reserved number display device 33. On the other hand, if a game ball enters the second start hole 24 during the variable display of the second special symbol or during a jackpot game, the variable display of the second special symbol is also reserved up to a predetermined number (for example, four times), and after the current variable display ends, the variable display of the reserved second special symbol is started sequentially. The reserved number of second special symbols is displayed on the second special symbol reserved number display device 34.

[0033] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays normal symbols by repeatedly turning on and off each of the multiple display units based on the detection of a game ball by one of the gate switches 22a provided on the normal symbol operation gate 22, and when a predetermined variation time has passed, the normal symbol is displayed stationary by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed stationary as a winning symbol, the second starting hole 24 is opened.

[0034] In this embodiment, when the game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is reserved up to a predetermined number (for example, 4), and when the current variable display ends, the variable display of the reserved normal symbol is started sequentially. The reserved number of normal symbols is displayed on the reserved number of normal symbols display device 36.

[0035] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and displays various performances such as reach performance, advance notice performance, character performance (display of character 373) and the like in addition to displaying performance patterns 371L, 371C, 371R as pseudo patterns corresponding to special patterns on the display screen. FIG. 4 is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance patterns 371L, 371C, 371R of left, center, and right, consisting of numbers, English letters, characters, symbols, characters, etc., are displayed in the center of the display screen of the performance display device 37. When a game ball enters the start hole (first start hole 23 or second start hole 24), the three performance patterns 371L, 371C, 371R are displayed in a varying manner so as to scroll from top to bottom, and when a predetermined variation time has passed, they are displayed in the order of left, right, and center. When the right performance pattern 371R is stopped and displayed, if the right performance pattern 371R does not match the left performance pattern 371L, it is a miss (normal miss). On the other hand, when the right performance pattern 371R matches the left performance pattern 371L, it becomes a reach and transitions to a reach performance. Then, when the middle performance pattern 371C is stopped and displayed after the reach performance, if the middle performance pattern 371C does not match the left and right performance patterns 371L, 371R (for example, "676" or "767"), it is a miss (reach miss), and when the middle performance pattern 371C matches the left and right performance patterns 371L, 371R (for example, "666" or "777"), it is a big hit. Also, when the three performance patterns 371L, 371C, 371R are stopped and displayed in a specific combination (for example, "7★7"), it is a time-saving. There are various types of reaches, such as normal reaches and SP reaches that develop from normal reaches.

[0036] Furthermore, the reserved pattern 372 is also displayed on the display screen of the performance display device 37 as shown in FIG. 4. When the current game state is normal, the reserved pattern 372 becomes a pattern corresponding to the reserved memory of the first special pattern. That is, when the current game state is normal, each time a game ball enters the first start hole 23 during the variable display of the first special pattern, one is additionally displayed in sequence from the right side, and each time the variable display of the first special pattern starts, one is deleted from the opposite side from the start ball entry. Also, when the current game state is a probability variable state or a time-saving state, the reserved pattern 372 becomes a pattern corresponding to the reserved memory of the second special pattern. That is, when the game state is a probability variable state or a time-saving state, each time a game ball enters the second start hole 24 during the variable display of the second special pattern, one is additionally displayed in sequence from the right side, and each time the variable display of the second special pattern starts, one is deleted from the opposite side from the start ball entry.

[0037] [Control circuit configuration] As shown in Fig. 3, the pachinko machine 1 includes a main control device 60, a payout control device 70, a launch control device 80, a sub-integrated control device 90, a performance display control device 91, and a power supply board (not shown) as its control circuit. The main control device 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, an input / output port, a communication port, and the like. The pachinko machine 1 is also provided with an external connection terminal board 65, and signals indicating game status and game results are transmitted to the hall computer 100 (see Fig. 3) via the external connection terminal board 65.

[0038] The main control device 60 controls the basic progress of the game. As shown in FIG. 3, the main control device 60 receives detection signals from the front frame opening switch 3a for detecting the opening of the front frame 3, the inner frame opening switch 5a for detecting the opening of the inner frame 5, and the like, via the rear wiring relay terminal board 64. In addition, the main control device 60 receives detection signals from the gate switch 22a for detecting the passage of a game ball through the normal pattern operation gate 22, the first start port switch 23a for detecting the entry of a game ball into the first start port 23, the second start port switch 24a for detecting the entry of a game ball into the second start port 24, the big prize port switch 25a for detecting the entry of a game ball into the big prize port 25, the normal prize port switch 26a for detecting the entry of a game ball into the normal prize port 26, and the like, via the game board relay terminal board 61. On the other hand, the main control device 60 outputs drive signals to the second start port solenoid 24c, the large prize port solenoid 25c, etc., via a game board relay terminal board 61. Also, the main control device 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via a symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via a rear wiring relay terminal board 64 and an external connection terminal board 65.

[0039] The payout control device 70 is responsible for controlling the payout of prize balls and loan balls. A detection signal from a ball-out switch 76 that detects the ball-out of a ball tank (not shown) for storing game balls to be paid out to the upper tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, a detection signal from a payout switch 74 that detects game balls to be paid out to the upper tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects the fullness of the lower tray 12 is directly input to the payout control device 70. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be able to communicate bidirectionally with the main control device 60, and drives the payout motor 73 according to commands sent from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of winning balls until the detection condition is resolved and the detection signal is no longer input.

[0040] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate bidirectionally with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to pay out the loaned balls. The payout control device 70 is also configured to be able to communicate bidirectionally with the launch control device 80, and when a predetermined launch stop condition, such as inputting a detection signal from the full switch 75, is met, it sends a launch stop command to the launch control device 80.

[0041] The launch control device 80 is responsible for controlling the launch of game balls into the play area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the play area 21 based on the rotation amount signal. When the launch control device 80 does not receive a touch signal or receives a launch stop signal, it stops the drive of the launch motor 83 regardless of the operation of the launch handle 13, and does not launch the game balls.

[0042] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, a RAM 90c, an input / output port, a communication port, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 by one-way communication via the effect relay terminal board 63, and performs effect control according to the received command. A detection signal from the effect button switch 16a that detects the operation of the effect button 16 is input to the sub-integrated control device 90. On the other hand, the sub-integrated control device 90 outputs an audio signal to the speaker 14 and a lighting signal to various LEDs and lamps 15. In addition, the sub-integrated control device 90 outputs a command for effect display control to the effect display control device 91 by one-way communication. The effect display control device 91 receives a command for effect display control from the sub-integrated control device 90, and controls the display of the effect display device 37 so that an effect image corresponding to the command is displayed on the effect display device 37.

[0043] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 thus configured will be described. FIG. 5 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the first special symbol includes a jackpot symbol and a time-saving symbol. On the other hand, the second special symbol includes a jackpot symbol and does not include a time-saving symbol. The jackpot probability of the first special symbol and the jackpot probability of the second special symbol are 1 / 300 when the game state is in a normal state or a time-saving state without a probability change state, and are 1 / 30 when the game state is in a probability change state. In addition, the time-saving probability of the first special symbol (the probability that a time-saving state occurs without a jackpot) is 1 / 150. The probability that the game state will transition to a special state (including a time-saving state) after a jackpot occurs (the probability of drawing a special jackpot pattern among the jackpot patterns) is 65%, and the special state will continue until the number of times the special pattern has been displayed reaches 10,000, i.e., until the next jackpot is drawn.

[0044] Moreover, the probability of winning the normal symbol is 1 / 1.1 regardless of the game state. Moreover, the variation time of the normal symbol is 30 seconds when the game state is in the normal state, and 1 second when the game state is in the time-saving state. And, the opening time of the second start hole 24 when the normal symbol is won is a maximum of 0.1 seconds, once, when the game state is in the normal state, and a maximum of 5.8 seconds, once, when the game state is in the time-saving state.

[0045] In a pachinko machine 1 having such specifications, when the game is in a normal state, the game is progressed by hitting from the left, and when a game ball enters the first starting hole 23 (predetermined conditions are met), the variable display of the first special symbol begins. When the first special symbol stops and displays as a jackpot symbol, a jackpot game is played in which the jackpot opening 25 is opened. The jackpot opening 25 cannot accept game balls by hitting from the left, but can accept game balls by hitting from the right. Therefore, when a jackpot game is played, the player can play the jackpot game by hitting from the right.

[0046] When the first special symbol is stopped and displayed as a jackpot symbol in a normal state, the game transitions to a jackpot state after the jackpot game ends, and a time-saving state also occurs, so the opening time of the second start hole 24 when the normal symbol is won is extended. Therefore, the player can easily make the game ball enter the second start hole 24 by hitting to the right. When the game ball enters the second start hole 24 (predetermined conditions are met), the variable display of the second special symbol begins. Then, when the second special symbol is stopped and displayed as a jackpot symbol in a jackpot, the game state after the jackpot game ends becomes a jackpot state, so a large amount of balls can be won by consecutively generating jackpots (consecutive wins).

[0047] Also, when the first special symbol is stopped and displayed as a normal jackpot symbol in the normal state, the game transitions to a time-saving state after the jackpot game ends. Furthermore, in the embodiment, the first special symbol includes a time-saving symbol, and when the first special symbol is stopped and displayed as a time-saving symbol, the game transitions to the time-saving state without executing the jackpot game. In the time-saving state, it is easier for a game ball to enter the second starting hole 24 compared to the normal state, and the second special symbol can be displayed in a variable manner frequently, so that the player can expect the occurrence of a jackpot without reducing the number of balls he has. Note that the time-saving state may be generated not only when the time-saving symbol is stopped and displayed as a specific miss symbol, but also when the first special symbol is stopped and displayed as a specific miss symbol.

[0048] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 6 is a flow chart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch of the pachinko machine 1 is operated. The main control process is performed by repeatedly executing the following processes after executing the power-on process required for turning on the power of the pachinko machine 1 (S100): random number update process (S110), winning confirmation process (S120), start winning process (S130), normal symbol game process (S140), normal symbol winning game process (S150), special symbol game process (S160), and big win game process (S170). In this embodiment, the time required for the processes of S110 to S170 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 executes a main control process to send various commands to the control devices in charge and have them execute processes according to the commands, thereby progressing the entire game of the pachinko machine 1.

[0049] [Random number update process] The random number update process of S110 is a process for updating various random numbers for judgment. Examples of the random numbers for judgment include a random number for jackpot judgment used for jackpot judgment performed based on the entry of a game ball into the start hole (first start hole 23 or second start hole 24), a random number for time-saving judgment used for time-saving judgment performed based on the entry of a game ball into the start hole, a random number for determining a jackpot pattern used to determine a jackpot pattern to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the result of the jackpot judgment is a jackpot, and a random number for determining a jackpot pattern to be stopped and displayed on the special symbol display device (first special symbol display device 32) when the result of the time-saving judgment is a time-saving (hit). These include random numbers for determining time-saving symbols used to determine the time-saving symbols to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32), random numbers for determining loss symbols used to determine the loss symbols to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when the results of both the jackpot judgment and the time-saving judgment are losses, random numbers for determining variation patterns used to determine the variation display pattern (variation time) of special symbols, and random numbers for determining whether a win has been made or not based on the passage of the game ball through the normal symbol operation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S120).

[0050] [Winning confirmation process] The winning confirmation process of S120 detects the state of various sensors (such as the gate switch 22a, the first start port switch 23a, the second start port switch 24a, the large prize port switch 25a, and the normal prize port switch 26a) and stores the state in a predetermined state storage area of ​​the RAM 60c. Then, it is determined whether a game ball has been detected by any of the above-mentioned switches, and if it is determined that a game ball has been detected, a ball entry command is sent to the sub-integrated control device 90. Also, it is determined whether a game ball has been detected by the switches related to the prize balls among the above-mentioned switches (the first start port switch 23a, the second start port switch 24a, the large prize port switch 25a, and the normal prize port switch 26a), and if it is determined that a game ball has been detected, the number of prize balls to be paid out is calculated and stored as prize ball information in a predetermined prize ball information storage area of ​​the RAM 60c. Then, if the prize ball information is not a value of 0, a prize ball number designation command (prize ball information) is sent to the payout control device 70, and the winning confirmation process is terminated. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and executes a prize ball payout process in which the prize ball information (number of unpaid game balls) is decremented by 1 each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the game and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next start winning process (S130).

[0051] [Start-up winning process] 7 is a flow chart showing an example of the start winning process. In the start winning process of S130, the CPU 60a of the main control device 60 first inputs a detection signal from the first start port switch 23a to determine whether or not a game ball has entered the first start port 23 (S200). When it is determined that a game ball has entered the first start port 23, it determines whether or not the current reserved number of the first special symbol (first special symbol reserved number) is less than its upper limit number (value 4 in this embodiment) (S202). When it is determined that the reserved number of the first special symbol is less than the upper limit number, it increments the reserved number of the first special symbol by a value of 1 and updates the display of the first special symbol reserved number display device 33 (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number for determining storage area of ​​the RAM 60c (S206). Here, the random numbers for judgment acquired in S206 include information on the progress of the variable game of the first special symbol, such as the random numbers for judging a big win, the random numbers for judging a time-saving pattern, the random numbers for determining a big win pattern, the random numbers for determining a time-saving pattern, the random numbers for determining a losing pattern, and the random numbers for determining a variable pattern. Then, a command to indicate the number of reserved first special symbols is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The command to indicate the number of reserved first special symbols includes information on the number of reserved first special symbols for displaying the reserved symbols 372 on the performance display device 37. Note that, if it is determined in S200 that no game ball has entered the first starting hole 23, or if it is determined in S202 that the number of reserved first special symbols has reached the upper limit, the process skips S204 to S208 and proceeds to the process of the next S210.

[0052] Next, a detection signal from the second start hole switch 24a is input to determine whether or not a game ball has entered the second start hole 24 (S210). When it is determined that a game ball has entered the second start hole 24, it is determined whether or not the current reserved number of the second special symbol (second special symbol reserved number) is less than its upper limit number (in this embodiment, the value is 4) (S212). When it is determined that the reserved number of the second special symbol is less than the upper limit number, the reserved number of the second special symbol is incremented by a value of 1 and the display of the second special symbol reserved number display device 34 is updated (S214), and a random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of ​​the RAM 60c (S216). Here, the random number for determination obtained in S216 can be information on the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Then, a second special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying reserved symbols 372 on the performance display device 37. If it is determined in S210 that no game ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.

[0053] Next, a detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol activation gate 22 (S220). When it is determined that the game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than the upper limit (for example, a value of 4) (S222). When it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display of the normal symbol reserved number display device 36 is updated (S224). Next, a random number for determining the normal symbol is obtained and stored in a predetermined random number for determination storage area of ​​the RAM 60c (S226). Note that, as the random number for determining the normal symbol, information on the progress of the variable game of the normal symbol, such as the above-mentioned random number for determining whether the normal symbol is a hit or miss, can be exemplified. Then, a command to indicate the number of reserved normal symbols is sent to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the process of S224 to S228 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S140).

[0054] [Normal symbol game processing] In the normal symbol game process of S140, the CPU 60a of the main control device 60 first judges whether the number of reserved normal symbols is greater than the value 0. If it is judged that the number of reserved symbols is the value 0, the normal symbol game process is terminated. On the other hand, when it is judged that the number of reserved symbols is greater than the value 0, the number of reserved symbols is decremented by the value 1, and a win / loss judgment of the normal symbol is performed, and a normal symbol (stop symbol) to be displayed as a stop is determined based on the result of the win / loss judgment. The win / loss judgment of the normal symbol is performed by comparing the normal symbol win / loss judgment random number obtained based on the passage of the game ball through the normal symbol operation gate 22 with the win value included in the normal symbol win judgment table, and when the normal symbol win / loss judgment random number matches any of the win values, it is judged as a win, and when the normal symbol win / loss judgment random number does not match any of the win values, it is judged as a miss. In this embodiment, a normal symbol win judgment table with a constant win probability (for example, 1 / 1.1) is used regardless of the game state. When the result of the hit / miss judgment is a hit, the winning symbol is determined as the stop symbol, and when the result of the hit / miss judgment is a miss, the missing symbol is determined as the stop symbol. Then, the normal symbol variation time is set and the normal symbol variation display is started, and when it is determined that the variation time has not elapsed, the normal symbol game processing is temporarily terminated. The variation time is set to a long time (e.g., 30 seconds) in the normal state, and is shortened to a short time (e.g., 1 second) in the time-saving state. When the variation time has elapsed, the normal symbol is displayed as a stopped symbol that has been determined. When the stopped normal symbol is a missing symbol, it is determined as a miss, and the normal symbol game processing is terminated. On the other hand, when the stopped normal symbol is a winning symbol, it is determined as a hit, the opening time of the second start hole 24 is set, the opening operation of the second start hole 24 is started, and the normal symbol game processing is terminated. The opening time of the second start hole 24 is set to a short time (for example, 0.1 seconds x 1 time) in the normal state, and is extended to a long time (for example, 5.8 seconds x 1 time) in the time-saving state. Also, as described above, the opening operation of the second start hole 24 is performed by opening the opening and closing blades 24b to the left and right by driving and controlling the second start hole solenoid 24c. When the normal symbol game process is completed, the process returns to the main control process and proceeds to the next normal symbol winning game process (S150).

[0055] [Normal symbol winning game processing] In the normal symbol winning game processing of S150, the CPU 60a of the main control device 60 judges whether the second start hole 24 is in the opening operation. If it is judged that the second start hole 24 is not in the opening operation, the normal symbol winning game processing is terminated. On the other hand, if it is judged that the second start hole 24 is in the opening operation, it judges whether the elapsed time from the start of the opening operation (opening time) has reached the set time set in the normal symbol game processing, and whether a prescribed number (for example, four) of game balls have entered the second start hole 24. If it is judged that the opening time has not reached the set time and the prescribed number of game balls has not entered the second start hole 24, the normal symbol winning game processing is temporarily terminated while maintaining the opening operation of the second start hole 24. On the other hand, if it is determined that the opening time has reached the set time, or if it is determined that the specified number of game balls have already entered the second start hole 24 even before the opening time has reached the set time, the opening operation of the second start hole 24 is terminated (the driving of the second start hole solenoid 24c is terminated) and the normal symbol winning game processing is terminated. When the normal symbol winning game processing is terminated, the process returns to the main control processing and proceeds to the next special symbol game processing (S160).

[0056] [Special symbol game processing] 8 and 9 are flow charts showing an example of the special symbol game process. In the special symbol game process of S160, the CPU 60a of the main control device 60 first judges whether the jackpot flag is a value of 1 or not (S300). If it is judged that the jackpot flag is a value of 1, it is judged that the jackpot game is in progress, and the special symbol game process is terminated. In this embodiment, when the special symbol game process is terminated, the process returns to the main control process and proceeds to the next jackpot game process (S170). On the other hand, if it is judged that the jackpot flag is not a value of 1, it is judged that the jackpot game is not in progress, and it is judged whether either the first special symbol or the second special symbol is being displayed in a variable manner (S302) and whether or not the fixed symbol is being displayed (S304). If it is judged that either the first special symbol or the second special symbol is not being displayed in a variable manner or in a fixed symbol, it is judged whether or not the reserved number of the second special symbol is greater than the value 0 (S306). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining is read (S308), a variable display related process is executed to display the variable display of the second special symbol (S310), and the special symbol game process is terminated.

[0057] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether or not the reserved number of the first special symbol is greater than the value 0 (S312). If it is determined that the reserved number of the first special symbol is greater than the value 0, the oldest of the random numbers for judgment of the first special symbol stored in the random number for judgment storage area is read (S314), a variable display related process for displaying the variable display of the first special symbol is executed (S316), and the special symbol game process is terminated. If it is determined in S312 that the reserved number of the first special symbol is the value 0, the special symbol game process is terminated. In S306 to S316, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, the present invention is not limited to this, and the first special symbol change display (use of reserved balls) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order of balls entering the start hole (first start hole 23, second start hole 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). Details of the first special symbol change display related process in S316 and the second special symbol change display related process in S310 will be described below. FIG. 10 is a flowchart showing an example of the first special symbol change display related process, and FIG. 11 is a flowchart showing an example of the second special symbol change display related process.

[0058] In the process related to the first special symbol variation display in FIG. 10, first, it is determined whether the probability of winning is 0 (low probability state), that is, whether the state is normal or time-saving (S400). If it is determined that the probability of winning is 0, a low-probability jackpot determination process (win / lose determination) is performed based on the win / lose determination random number read in S314 (S402), and if it is determined that the probability of winning is 1 (high probability state, probability of winning), a high-probability jackpot determination process is performed based on the win / lose determination random number read in S314 (S404). The jackpot determination process for the first special symbol is performed by comparing the read-out jackpot determination random number with the jackpot value included in the jackpot determination table, and if the jackpot determination random number matches any of the jackpot values, it is determined to be a jackpot, and if they do not match, it is determined to be a non-jackpot. The jackpot determination table is a low probability jackpot determination table with few jackpot values ​​when the probability flag is set to value 0, and a high probability jackpot determination table with many jackpot values ​​is used when the probability flag is set to value 1. When the jackpot determination process is performed, it is determined whether the result of the jackpot determination process is a jackpot or not (S406).

[0059] When it is determined in S406 that the result of the jackpot determination process is a jackpot, the jackpot symbol is determined based on the random number for determining the jackpot symbol read out in S314 (S408). This process is performed by selecting one symbol from among multiple jackpot symbols that have different contents of the jackpot game (number of rounds) and game states after the jackpot game ends (time-saving state, probability-changing state) using the random number for determining the jackpot symbol and the jackpot symbol determination table for the first special symbol shown in Fig. 12(a). The jackpot pattern of the first special pattern includes, as shown in the figure, a special pattern 1_normal jackpot pattern, which executes a 4R jackpot game as a jackpot game and sets the game state after the jackpot game to a time-saving state, a special pattern 1_probability jackpot pattern A, which executes an 8R jackpot game as a jackpot game and sets the game state after the jackpot game to a probability jackpot state, and a special pattern 1_probability jackpot pattern B, which executes a 12R jackpot game as a jackpot game and sets the game state after the jackpot game to a probability jackpot state. The special pattern 1_normal jackpot pattern, special pattern 1_probability jackpot pattern A, B are selected at a rate of 35%, 45%, and 20%, respectively. The determined jackpot pattern is saved until the jackpot game ends, which sets the game state after the jackpot game ends. When the jackpot pattern is determined, the time period during which the first special pattern changes from when the display of the first special pattern starts to when the determined jackpot pattern is stopped (jackpot change pattern) is determined using the read random number for determining the change pattern and the jackpot change pattern table (S410).

[0060] On the other hand, if it is determined in S406 that the result of the jackpot determination process is not a jackpot, the time-saving determination process is performed based on the random number for time-saving determination read out in S314 (S412). The time-saving determination process is performed by comparing the read random number for time-saving determination with the hit value included in the time-saving determination table, and if the random number for time-saving determination matches any of the hit values, it is determined that there is a time-saving, and if they do not match, it is determined that there is no time-saving. Note that the time-saving determination may be performed using the random number for jackpot determination instead of the random number for time-saving determination. When the random number for jackpot determination is used to perform the time-saving determination, the hit value for the time-saving determination is determined from among values ​​other than the hit value for the jackpot determination. After the time-saving determination process is performed, it is determined whether or not the result of the time-saving determination process is a time-saving (S414).

[0061] When it is determined in S414 that the result of the time-saving judgment process is that there is a time-saving, a time-saving pattern is determined based on the random number for determining the time-saving pattern read out in S314 (S416). This process is performed by selecting one pattern from among a plurality of time-saving patterns with different times of time-saving using the random number for determining the time-saving pattern and the time-saving pattern determination table for the first special pattern shown in FIG. 12(b). The time-saving number is the remaining number of times of change of the special pattern that maintains the time-saving state, and when the time-saving pattern is stopped and displayed, a value that is predetermined according to the time-saving pattern is set. As shown in the figure, the time-saving patterns include special pattern 1_time-saving pattern A with a time-saving number of 10 times, special pattern 1_time-saving pattern B with a time-saving number of 30 times, and special pattern 1_time-saving pattern C with a time-saving number of 1000 times. Special pattern 1_time-saving patterns A, B, and C are selected at a rate of 60%, 30%, and 10%, respectively. The random number for time-saving judgment (which may be a random number for jackpot judgment as described above) used for time-saving judgment may be configured to have the number of time-saving times set in advance. In that case, the process is to determine the time-saving pattern according to the number of time-saving times set. Next, it is determined whether or not both the time-saving flag and the high probability flag have a value of 0 (S418). The time-saving flag is set to a value of 1 if the current game state is in the time-saving state, and is set to a value of 0 if the current game state is not in the time-saving state. The high probability flag is set to a value of 1 if the current game state is in the high probability state, and is set to a value of 0 if the current game state is not in the high probability state. Therefore, the determination in S418 can be said to determine whether or not the current game state is neither in the time-saving state nor in the high probability state, that is, whether or not it is in the normal state. When it is determined that both the time-saving flag and the special probability flag are zero, the time (time-saving fluctuation pattern) for which the first special symbol fluctuates from the start of its fluctuating display to the time when the determined time-saving symbol is stopped is determined using the read random number for determining the fluctuation pattern and the time-saving fluctuation pattern table (S420).

[0062] On the other hand, if it is determined in S414 that the result of the time-saving judgment process is neither with time-saving nor without time-saving, i.e., neither a jackpot nor time-saving, a miss symbol is determined (S422) and a miss variation pattern is determined (S424). Also, if it is determined in S418 that at least one of the time-saving flag and the probability variation flag is a value of 1 (the current game state is in the time-saving state or the probability variation state), a miss variation pattern is determined (S424). In other words, if the current game state is in the time-saving state or the probability variation state, even if the time-saving judgment process determines that there is a time-saving symbol and determines a time-saving symbol, the time-saving state is invalidated and a miss variation pattern is determined.

[0063] Here, FIG. 13 is an explanatory diagram showing an example of a variation pattern table. The big win variation pattern table used in the big win variation pattern determination process of S410 has variation patterns P01 to P06 accompanied by SP reach that develops from normal reach, as shown in FIG. 13(a). The variation patterns P01 and P02 are patterns in which the normal reach develops to SP reach A and B, respectively, and the performance pattern is stopped and displayed as a big win pattern without performing a revival performance. The details of the revival performance will be described later, but it is a performance that suggests that the performance pattern is temporarily stopped at a miss pattern during the SP reach performance, and then changed to a big win pattern, and in this embodiment, it is executed during the SP reach performance, and is not executed during the normal reach or during normal variation. On the other hand, the variation patterns P03 and P04 are patterns in which the normal reach develops to SP reach A, and the performance pattern is stopped and displayed as a big win pattern after performing the revival performances 1A and 2, respectively. The variation patterns P05 and P06 are both patterns that develop from a normal reach to an SP reach B, and then perform revival performances 1B and 2, respectively, and then stop and display the performance symbols with a jackpot pattern. Details will be described later, but the revival performances 1A and 1B (first revival performances) start at the first timing (predetermined timing) after the performance symbols are temporarily stopped with a miss pattern, and are performances that correspond to each of the SP reaches A and B. Also, the revival performance 2 (second revival performance) starts at the second timing, which is later than the first timing, and is a performance common to the SP reaches A and B. The selection rate of each variation pattern is omitted, but in the jackpot variation pattern table, the selection rate is high for the variation patterns P01 and P02, and low for the variation patterns P03 to P05.

[0064] In addition, the time-saving fluctuation pattern table used in the time-saving fluctuation pattern determination process of S420 has a fluctuation pattern P11 accompanied by a normal reach, and fluctuation patterns P12 and P13 accompanied by an SP reach developed from a normal reach, as shown in FIG. 13(b). In this embodiment, none of the fluctuation patterns in the time-saving fluctuation pattern table perform a revival performance. In the time-saving fluctuation pattern table, the selection rate of the fluctuation pattern is high for the fluctuation patterns P12 and P13, and low for the fluctuation pattern P11. In addition, the failure fluctuation pattern table used in the failure fluctuation pattern determination process of S424 has a fluctuation pattern P21 with only normal fluctuation and no reach, a fluctuation pattern P22 with a normal reach, and fluctuation patterns P22 and P23 with an SP reach developed from a normal reach, as shown in FIG. 13(c). In addition, in the failure fluctuation pattern table, the selection rate of the fluctuation pattern P21 is high so that only normal fluctuation is performed in most cases, and the selection rate of the other fluctuation patterns is low, especially the fluctuation patterns P23 and P24. The types of fluctuation patterns and selection rates in FIG. 13 are merely examples, and more fluctuation patterns may be included, or different fluctuation pattern tables may be used for the normal state and the time-saving state.

[0065] When the confirmed symbol and the change time (change pattern) of the first special symbol are determined in this way, the change display of the first special symbol is started (S426), the reserved number of the first special symbol is decremented by a value of 1, and the display of the first special symbol reserved number display device 33 is updated (S428). With the update of the reserved number of the first special symbol, the judgment random number related to the reserved number to be consumed this time is cleared. Then, a first special symbol change instruction command is sent to the sub-integrated control device 90 (S430), and the first special symbol change display related process is terminated. The change instruction command includes the result of the jackpot judgment or the result of the time-saving judgment, the change display time (change pattern) of the first special symbol, the confirmed symbol (jackpot symbol, time-saving symbol, or miss symbol), and the like.

[0066] In the second special symbol variation display related process in Fig. 11, the same process as the first special symbol variation display related process is performed, except that the process related to the time reduction determination is not performed. That is, in the second special symbol variation display related process, first, it is determined whether the probability variable flag is a value of 0 or not (S450). If it is determined that the probability variable flag is a value of 0, a low probability jackpot determination process (win / lose determination) is performed based on the win / lose determination random number read in S308 (S452), and if it is determined that the probability variable flag is a value of 1, a high probability jackpot determination process is performed based on the win / lose determination random number read in S308 (S454), and it is determined whether the result of the jackpot determination process is a jackpot or not (S456).

[0067] When the result of the jackpot determination process in S406 is determined to be a jackpot, the jackpot pattern is determined based on the random number for determining the jackpot pattern read out in S308 (S458). This process is performed by selecting one pattern from among multiple jackpot patterns that differ in the content of the jackpot game (number of rounds) and the game state after the jackpot game ends (time-saving state, probability state) using the random number for determining the jackpot pattern and the jackpot pattern determination table for the second special pattern shown in FIG. 12(c). The jackpot patterns for the second special pattern include special pattern 2_normal jackpot pattern, special pattern 2_probability variable jackpot pattern A, and special pattern 2_probability variable jackpot pattern B, just like the jackpot patterns for the first special pattern, and the special pattern 2_normal jackpot pattern, special pattern 2_probability variable jackpot pattern A, and B are selected at a rate of 35%, 35%, and 30%, respectively. The determined jackpot pattern is stored until the end of the jackpot game, when the game state after the jackpot game is set. When the jackpot pattern is determined, the time (jackpot pattern) for the second special pattern to be displayed from the start of the second special pattern display to the determined jackpot pattern is determined using the read random number for determining the pattern and the jackpot pattern table (S460). On the other hand, when the result of the jackpot determination process in S406 is determined to be not a jackpot, a losing pattern is determined (S462), and a losing pattern is determined (S464). In the process of determining the pattern of the variation in S460 and S464, the variation pattern table as shown in FIG. 13(a) and (c) may be used, and different variation pattern tables may be used depending on whether the game state is a normal state or a time-saving state. In the case of the time-saving state where the game progresses mainly with the second special symbol, the jackpot fluctuation pattern table for the time-saving state is used when the result of the hit / miss judgment is a jackpot, and the miss fluctuation pattern table for the time-saving state is used when the result of the hit / miss judgment is a miss. Furthermore, it is possible to use separate time-saving flags to manage which time-saving state is in the time-saving state caused by the jackpot game that occurs after the jackpot game ends and the time-saving pattern-induced time-saving state that occurs when the time-saving pattern stops displaying without executing the jackpot game. In that case, not only can different fluctuation pattern tables be set for the normal state and the time-saving state, but different fluctuation pattern tables can also be used for the time-saving state caused by the jackpot game and the time-saving pattern-induced time-saving state among the time-saving states.

[0068] When the fixed symbol and the change time (change pattern) of the second special symbol are thus determined, the change display of the second special symbol is started (S466), the reserved number of the second special symbol is decremented by a value of 1, and the display of the second special symbol reserved number display device 34 is updated (S468). With the update of the reserved number of the second special symbol, the judgment random number related to the reserved number to be consumed this time is cleared. Then, a second special symbol change instruction command is sent to the sub-integrated control device 90 (S470), and the second special symbol change display related process is terminated. The change instruction command includes the result of the jackpot judgment, the change display time (change pattern) of the second special symbol, the fixed symbol (jackpot symbol or loss symbol), and the like.

[0069] Returning to the special symbol game process of FIG. 8 and FIG. 9, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) has started, since it is determined in S302 that either the first special symbol or the second special symbol is being displayed, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S318). Since the variable time is set according to the variable pattern of the special symbol determined in any of S410, S420, S424, S460, and S464, it can be determined whether the variable time has elapsed by comparing the elapsed time from the start of the variable display of the special symbol with the variable time corresponding to the variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub integrated control device 90 (S320), and the fixed symbol of the special symbol being displayed (stopped special symbol display) is displayed (S322). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variation effect on the effect display device 37. Then, it is determined whether or not the fixed symbol display time has elapsed (S324). Here, the fixed symbol display time is set to 0.5 seconds in this embodiment. If it is determined that the fixed symbol display time has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S304 that the fixed symbol is being displayed, so it is determined again in S324 whether or not the fixed symbol display time has elapsed, and if it is determined that the fixed symbol display time has elapsed, the display of the fixed symbol is terminated (S326), and it is determined whether or not the fixed symbol is a jackpot symbol (S328).

[0070] When it is determined in S328 that the confirmed symbol is a jackpot symbol, the operation of the condition device is started to generate a jackpot (S330), the operation of the accessory continuous operation device is started (S332), and the jackpot flag is set to a value of 1 (S334). In order to stop the probability variable function and the time-saving function during the jackpot game, when the probability variable flag is a value of 1, the probability variable flag is set to a value of 0 (S336, S338), and when the time-saving flag is a value of 1, the time-saving flag is set to a value of 0 (S340, S342), a game state designation command is sent to the sub-integrated control device 90 (S368), and the special symbol game process is terminated. The game state designation command includes the value of the jackpot flag, the probability variable flag, and the time-saving flag. When the special symbol game process is terminated, the process returns to the main control process and proceeds to the next jackpot game process of S170.

[0071] On the other hand, if it is determined in S328 that the confirmed symbol is not a jackpot symbol, it is determined whether the confirmed symbol is a time-saving symbol (S344) and whether both the time-saving flag and the probability variable flag are 0 (S346). If it is determined that the confirmed symbol is not a time-saving symbol, or if it is determined that the confirmed symbol is a time-saving symbol but at least one of the time-saving flag and the probability variable flag is 1 (the current game state is the time-saving state or the probability variable state), the process proceeds to S352. If it is determined that the confirmed symbol is a time-saving symbol and both the time-saving flag and the probability variable flag are 0, the time-saving flag is set to 1 (S348) and a predetermined value (for example, 10, 30, or 1000) corresponding to the time-saving symbol is set to the time-saving counter (S350). In this embodiment, since the second special symbol does not include a time-saving symbol, when the target of the current special symbol game processing is the second special symbol, it is not determined in S344 that the symbol is a time-saving symbol, and therefore the processing of S344 to S350 may be omitted.

[0072] Next, it is determined whether the probability change flag is a value of 1 (in a probability change state) (S352), and if it is determined that the probability change flag is a value of 0, not 1, the process proceeds to S360. If it is determined that the probability change flag is a value of 1, the probability change counter is decremented by a value of 1 (S354), and it is determined whether the probability change counter is a value of 0 (S356). Here, the probability change counter indicates the remaining number of times the special symbol that maintains the probability change state will change, and a predetermined value is set in the probability change counter at the end of the jackpot game that is executed by stopping and displaying the first special symbol as a jackpot symbol. In this embodiment, when a probability change jackpot is won, a value of 10,000 is set, so that the probability change state is essentially maintained until the next jackpot is drawn. If it is determined that the probability change counter is not a value of 0, the process proceeds to the next S360 while maintaining the probability change state, and if it is determined that the probability change counter is a value of 0, the probability change flag is set to a value of 0 in order to end the probability change state (S358).

[0073] Next, it is determined whether the time-saving flag is value 1 (in time-saving state) (S360), and if it is determined that the time-saving flag is value 0 and not value 1, the process proceeds to S368. If it is determined that the time-saving flag is value 1, the time-saving counter is decremented by value 1 (S362), and it is determined whether the time-saving counter is value 0 (S364). Here, the time-saving counter indicates the remaining number of times the special symbol that maintains the time-saving state changes, and a predetermined value (value 100 or value 10000) corresponding to the jackpot symbol is set in the time-saving counter at the end of the jackpot game that is executed when the special symbol is stopped and displayed as a jackpot symbol, and a predetermined value (for example, value 10, value 30, or value 1000) corresponding to the time-saving symbol is set when the first special symbol is stopped and displayed as a time-saving symbol. If it is determined that the time-saving counter does not have a value of 0, the process proceeds to S368 while maintaining the time-saving state, and if it is determined that the time-saving counter has a value of 0, the time-saving flag is set to a value of 0 (S366) to end the time-saving state, a game state designation command is sent to the sub-integrated control device 90 (S368), and the special pattern game processing is terminated.

[0074] [Jackpot game processing] FIG. 14 and FIG. 15 are flow charts showing an example of the jackpot game process. In the jackpot game process of S180, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 (during jackpot game) or not (S500). If it is judged that the jackpot flag is value 0, not value 1, the jackpot game process is terminated. On the other hand, if it is judged that the jackpot flag is value 1, it judges whether the big prize winning port 25 is being opened (S502), whether the jackpot game start performance is being performed (S504), whether the jackpot game end performance is being performed (S506), and whether the opening interval is being performed (S508). If the judgments of S502 to S508 are all negative, it transmits a jackpot game start command to the sub-integrated control device 90 (S510) and terminates the jackpot game process. The sub-integrated control device 90 that has received the jackpot game start command starts the jackpot game start performance. When the jackpot game start presentation starts, the next time the jackpot game process is executed, it is determined in S504 that the jackpot game start presentation is in progress, and it is determined whether the jackpot game start presentation time has elapsed (S512). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game process is temporarily terminated, and if it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening 25 is opened by driving the jackpot game opening solenoid 25c (S514), and the jackpot game process is terminated.

[0075] When the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S502 that the large prize opening 25 is open, and based on the detection signal from the large prize opening switch 25a, it is determined whether the number of game balls entering the large prize opening 25 has reached a specified number (9 in this embodiment) (S516), and whether the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (28 seconds in this embodiment) (S518). If it is determined that the number of game balls entering the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is kept open and the large prize opening 25 is temporarily terminated. On the other hand, when it is determined that the number of game balls entering the big prize opening 25 has reached a specified number, or when it is determined that the opening time of the big prize opening 25 has reached the maximum opening time even if the number of balls entering has not reached the specified number, the big prize opening 25 is closed (S520), and it is determined whether or not the current round of play is the final round (S522). Since the number of rounds of the big prize play is set by the big prize pattern (special picture 1_normal big prize pattern, special picture 1_probable big prize pattern A, B, special picture 2_normal big prize pattern, special picture 2_probable big prize pattern A, B), the determination of whether or not the current round of play is the final round is performed by determining whether or not the number of repetitions of the round play has reached the number determined according to the big prize pattern. When it is determined that the current round of play is not the final round, an interval between openings is generated (S524), and the big prize play process is terminated. When the interval between openings occurs, in order to determine in S508 that the interval between openings is in progress when the jackpot game process is next executed, it is determined whether the interval between openings has elapsed (S526). If it is determined that the interval between openings has not elapsed, the jackpot game process is temporarily terminated with the jackpot winning hole 25 closed, and if it is determined that the interval between openings has elapsed, the jackpot winning hole 25 is opened again (S514) and the jackpot game process is terminated.

[0076] After repeating the round play in which the big prize winning hole 25 is opened and closed with an interval between openings, if it is determined in S522 that the current round play is the final round, a big prize play end command is sent to the sub-integrated control device 90 (S528) and the big prize play processing is terminated. The sub-integrated control device 90 that has received the big prize play end command starts the big prize play end presentation. When the big prize play end presentation starts, it is determined in S506 that the big prize play end presentation is in progress when the next big prize play processing is started, so it is determined whether or not the big prize play end presentation time has elapsed (S530). If it is determined that the big prize play end presentation time has not elapsed, the big prize play processing is temporarily terminated, and if it is determined that the big prize play end presentation time has elapsed, the operation of the accessory continuous operation device is stopped (S532) and the operation of the condition device is stopped (S534). Next, it is determined whether the jackpot pattern that triggered the current jackpot is a jackpot pattern with a high probability (S536). If it is determined that the jackpot pattern is a jackpot pattern with a high probability, a high probability flag is set to a value of 1 (S538) and a high probability counter is set to a predetermined value (in the embodiment, a value of 10000) in order to generate a high probability state (S540), and a time-saving counter setting process is performed to set the time-saving flag to a value of 1 (S542) and a time-saving counter to a predetermined value (in the embodiment, a value of 10000) in order to generate a time-saving state (S544). On the other hand, if it is determined that the jackpot pattern is a normal jackpot pattern, a time-saving flag is set to a value of 1 (S546) and a time-saving counter is set to a predetermined value (in the embodiment, a value of 100) in order to generate a time-saving state (S548). As described above, when using separate time-saving flags for the time-saving state caused by the jackpot game and the time-saving pattern, for example, the first time-saving flag may be set to value 1 in S542 and S546, and the second time-saving flag may be set to value 1 in S348 of the special pattern game process. Then, the jackpot flag is set to value 0 (S550), a game state designation command is sent to the sub-integrated control device 90 (S552), and the jackpot game process is terminated. The game state designation command includes the value of the probability variable flag, the value of the time-saving flag, and the value of the jackpot flag.

[0077] Next, the process executed by the sub-integrated control device 90 that receives various commands from the main control device 60 will be described. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include a reserved number instruction command (first special symbol, second special symbol, normal symbol), a special symbol change instruction command (first special symbol, second special symbol), a symbol stop command, a game state designation command, a jackpot game start command, a round command, and a jackpot game end command. The sub-integrated control device 90 executes various performance processes based on the reception of these commands. Although not shown, the sub-integrated control device 90 sets different performance modes for the normal state, the time-saving state, and the probability change state based on the received game state designation command. In addition, the sub-integrated control device 90 displays the reserved symbol 372 on the display screen of the performance display device 37 based on the received reserved number instruction command. In addition, in the big win game presentation process, the presentation display device 37 starts the big win game presentation in accordance with the start of the big win game, and the big win game presentation ends in accordance with the end of the big win game. Figures 16 and 17 are flowcharts showing an example of the pattern variation presentation process executed by the CPU 90a of the sub-integrated control device 90. This process is repeatedly executed at predetermined time intervals (for example, every few msec).

[0078] [Pattern change effect processing] In the pattern change performance process of FIG. 16 and FIG. 17, the CPU 90a of the sub-integrated control device 90 first judges whether or not the change instruction command (first special pattern change instruction command or second special pattern change instruction command) transmitted by the main control device 60 in S430 of the first special pattern change display related process or S470 of the second special pattern change display related process has been received (S600), and if it judges that it has not been received, it proceeds to S618. On the other hand, if it judges that the change instruction command has been received, it judges whether or not the judgment result of the hit / miss judgment or the time-saving judgment included in this change instruction command is a jackpot pattern (S602), and whether or not it is a time-saving pattern (S604). If it judges that it is a jackpot pattern in S602, it determines the jackpot pattern as the stopping pattern of the performance pattern (S606). If it is determined in S604 that it is a time-saving pattern, it is further determined whether or not the pattern included in the current change instruction command is a time-saving pattern (S608), and if it is a time-saving pattern, the time-saving pattern is determined as the stop pattern of the performance pattern (S610). If it is determined in S602 or S604 that it is neither a jackpot pattern nor a time-saving pattern, or if it is determined in S608 that it is not a time-saving pattern but a miss pattern, a miss pattern is determined as the stop pattern of the performance pattern (S612). Next, the performance pattern of the pattern change performance is determined based on the special pattern change pattern (change time) included in the current change instruction command (S614). When the stop pattern and performance pattern of the performance pattern are determined, the display of the change of the performance pattern is started (S616). As described above, the change instruction command includes the result of the jackpot judgment or time-saving judgment, the change pattern (change time) of the special symbol, and the determined symbol (normal jackpot symbol, probability jackpot symbol, time-saving symbol, or miss symbol). Therefore, the determination of the performance symbol can be performed by determining the stop symbol of the performance symbol corresponding to the determined symbol of the special symbol or the change pattern of the special symbol from the performance symbol setting table pre-stored in ROM90b, and the determination of the performance pattern can be performed by determining the performance pattern corresponding to the current game state and the change pattern of the special symbol from the performance pattern table pre-stored in ROM90b. For example, the stop symbol of the performance symbol is determined as "666" in the case of a normal jackpot symbol, "777" in the case of a probability jackpot symbol, and "7★7" in the case of a time-saving symbol.In addition, when the variation pattern of the special symbol is accompanied by either of the above-mentioned SP Reach A or B, or when the revival performance 1A, 1B, or 2 is performed, a performance pattern according to the respective performance contents is determined.

[0079] If it is determined in S616 that the symbol variation performance is to be started, or if it is determined in S600 that the variation command has not been received, it is next determined whether the current performance pattern is an SP reach pattern and it is the timing to start (develop) the SP reach (S618), and if it is determined that it is not an SP reach pattern, or if it is an SP reach pattern but it is not the timing to start the SP reach, it proceeds to the processing of S622. On the other hand, if it is determined that it is an SP reach pattern and it is the timing to start the SP reach, the SP reach is started (S620). In S620, the SP reach A or SP reach B is started according to the performance pattern.

[0080] FIG. 18 is an explanatory diagram showing an example of SP reaches A and B. As described above, the reach effect is performed when the left effect pattern 371L and the right effect pattern 371R match and the middle effect pattern 371C scrolls, and the SP reach is an effect developed from that reach effect, and two types of SP reaches A and B are shown as examples. In the SP reach A, as shown in FIG. 18(a), the main character 373K faces off against the karate practitioner's enemy character 373A, and the result of the judgment is shown based on the outcome of the battle (karate showdown reach). In the SP reach B, as shown in FIG. 18(b), the main character 373K faces off against the boxer's enemy character 373B, and the result of the judgment is shown based on the outcome of the battle (boxing showdown reach).

[0081] Next, it is determined whether or not it is the temporary stop timing of the performance pattern (S622), and if it is determined that it is not the temporary stop timing, the process proceeds to S626. In this embodiment, in each performance pattern corresponding to the big hit fluctuation pattern P03 to P06 that performs the revival performance, the timing before the revival performance starts is set as the temporary stop timing. In addition, the same temporary stop timing is set for each performance pattern corresponding to the miss fluctuation pattern P23, P24. In addition, the timing just before the stop display, that is, the timing about several seconds before the performance time corresponding to the fluctuation pattern (fluctuation time) is reached, is also set as the temporary stop timing. If it is determined in S622 that it is the temporary stop timing of the performance pattern, the performance pattern corresponding to the performance pattern and the temporary stop timing is displayed as a temporary stop (S624). When S624 is performed during the reach performance, the performance pattern is temporarily stopped together with the result display of the successful mode of the reach performance and the result display of the failed mode. Also, if the provisional stop timing is before the start of the revival performance, the performance symbols are provisionally stopped at a reach-break symbol (such as "676" or "767"). Also, if the provisional stop timing is just before the stop display, the performance symbols are provisionally stopped at the symbol to be displayed (the symbol determined in S606, S610, and S612). The provisionally stopped performance symbols are not scrolled from top to bottom, but are displayed so as to sway at the stop position.

[0082] Next, it is determined whether the current performance pattern is an SP reach pattern and is a pattern for performing revival performance 1 (S626) or a pattern for performing revival performance 2 (S628). If it is determined that the current performance pattern is not an SP reach pattern or is a pattern for which no revival performance is performed, the process proceeds to S638. In addition, if the performance pattern corresponds to the big win fluctuation patterns P03 and P05, it is determined that the pattern is a pattern for performing revival performance 1, and if the performance pattern corresponds to the big win fluctuation patterns P04 and P06, it is determined that the pattern is a pattern for performing revival performance 2. If it is determined in S626 that the pattern is a pattern for performing revival performance 1, it is determined whether it is the first timing (predetermined timing) for starting revival performance 1, such as several seconds after the performance pattern is temporarily stopped (S630). If it is determined that it is not the first timing, the process proceeds to S638. If it is determined that it is the first timing, the revival performance 1 corresponding to the type of SP reach is executed (started) (S632). In S632, if the type of SP reach is SP reach A, a corresponding revival performance 1A is started, and if it is SP reach B, a corresponding revival performance 1B is started.

[0083] Furthermore, if it is determined in S628 that the pattern is for revival performance 2, it is determined whether or not it is the second timing for starting revival performance 2 after temporarily stopping the performance symbols (S634), and if it is determined that it is not the second timing, the process proceeds to S638. Note that the second timing is a timing that comes after the first timing. If it is determined in S634 that it is the second timing, a common revival performance 2 is executed (started) regardless of the type of SP reach (S636). That is, in S636, whether the type of SP reach is SP reach A or B, a common revival performance 2 is started.

[0084] Here, Fig. 19 is an explanatory diagram showing an example of the relationship between the SP reach, the revival performance, and the jackpot determination result. As described above, if the type of SP reach is SP reach A, the revival performance 1A starts at the first timing, if it is SP reach B, the revival performance 1B starts at the first timing, and regardless of the type of SP reach, the revival performance 2 starts at the second timing (Fig. 19(a)). Also, in this embodiment, when the revival performances 1 and 2 are executed during the variation performance, the variation pattern is selected so that the probability that the variation performance is a variation performance of a certain jackpot and the probability that the variation performance is a variation performance of a normal jackpot are different. For example, as shown in Fig. 19(b), when the revival performance 1 (1A, 1B) is performed, the probability that the corresponding variation performance is a variation performance of a probability variable jackpot is 30% and the probability that it is a variation performance of a normal jackpot is 70%, and when the revival performance 2 is performed, the probability that the corresponding variation performance is a variation performance of a probability variable jackpot is 70% and the probability that it is a variation performance of a normal jackpot is 30%, so that the jackpot variation pattern is selected. As mentioned above, there are 8R probability variable jackpots and 12R probability variable jackpots in probability variable jackpots, but when the revival performance 2 is performed, it may be possible to select a 12R probability variable jackpot as the probability variable jackpot.

[0085] Next, in S320 of the special symbol game process, it is determined whether or not a symbol stop command transmitted by the main control device 60 has been received (S638), and if it is determined that it has not been received, the symbol change presentation process is terminated. On the other hand, if it is determined that a symbol stop command has been received, it is determined whether the symbol determined in any of S606, S610, and S612 is a jackpot symbol (S640) or a time-saving symbol (S642). If it is determined in S640 that it is a jackpot symbol, the jackpot symbol determined in S606 is stopped and displayed (S644), and the symbol change presentation process is terminated. Also, if it is determined in S642 that it is a time-saving symbol, the time-saving symbol determined in S610 is stopped and displayed (S646), and the symbol change presentation process is terminated. Also, if it is determined in S640 and S642 that the symbol is neither a big win symbol nor a time-saving symbol, the losing symbol determined in S612 is stopped and displayed (S648), and the symbol variation presentation process is terminated.

[0086] Here, Fig. 20 to Fig. 23 are explanatory diagrams showing an example of the state of the pattern change performance being executed. Fig. 20 shows the state of the big win pattern being stopped and displayed without performing the revival performance by the big win variation pattern P01, Fig. 21 shows the state of the miss pattern being stopped and displayed by the miss variation pattern P23, Fig. 22 shows the state of the big win pattern being stopped and displayed after performing the revival performance 1A by the big win variation pattern P03, Fig. 23 shows the state of the big win pattern being stopped and displayed after performing the revival performance 2 by the big win variation pattern P04, etc. Also, Fig. 24 is an explanatory diagram showing an example of a time chart when the performance pattern is stopped and displayed after the SP reach performance is performed, Fig. 24(a) corresponds to Fig. 20, Fig. 24(b) corresponds to Fig. 21, Fig. 24(c) corresponds to Fig. 22, and Fig. 24(d) corresponds to Fig. 23.

[0087] In the SP reach performance, for example, after the SP reach A shown in FIG. 18(a) is started, a performance in which the main character 373K and the enemy character 373A face off against each other progresses (FIG. 20(a)). In the case of a jackpot, when the timing for the performance symbol to temporarily stop is reached (FIG. 24(Ta0)), a result of the successful mode in which the main character 373K wins against the enemy character 373A is displayed and the performance symbol temporarily stops at the jackpot symbol (FIG. 20(b), (c)). Then, when a symbol stop command is received, the jackpot symbol (for example, "666") is displayed (FIG. 20(d), FIG. 24(Ta1)). Although not shown, the game then moves to the jackpot game (jackpot game start performance).

[0088] Also, in the case of a miss, when the timing for the temporary stop of the performance symbol comes (Fig. 24 (Tb0)), a failure result is displayed in which the main character 373K is defeated by the enemy character 373A (Figs. 21 (a), (b)), and the performance symbol temporarily stops at the miss symbol (Figs. 21 (b), (c)). Next, a lightning bolt (flash) runs across the screen, the screen switches temporarily (Fig. 21 (d), Fig. 24 (Tb1)), and then the performance symbol temporarily stops again at the miss symbol (Fig. 24 (Tb2)). Then, when a symbol stop command is received, the miss symbol (for example, "676") is displayed as a stop symbol (Fig. 21 (e), Fig. 24 (Tb3)).

[0089] In addition, when the revival performance 1 is performed, when the performance pattern is temporarily stopped (FIG. 24(Tc0)), the result of the failure mode in which the main character 373K is defeated by the enemy character 373A is displayed as in the case of a miss (see FIG. 21(a) and (b)), and the performance pattern is temporarily stopped at the miss pattern (FIG. 22(a)). Next, the ally character 373L appears with a lightning bolt, the screen is switched (FIG. 22(b), FIG. 24(Tc1)), and the revival performance 1 is performed from the first timing (FIG. 24(Tc2)) (FIG. 22(c)). Note that the revival performance 1 may include the screen switching, in which case FIG. 24(Tc1) becomes the first timing. In addition, since this example is the revival performance 1 during the SP reach A, for example, the main character 373K and the enemy character 373A, which are the same as in the SP reach A, appear as the revival performance 1A corresponding to the SP reach A, and a performance in which the confrontation between the two continues is performed. Although not shown, in the case of the revival performance 1 during the SP reach B, for example, the main character 373K and the enemy character 373B appear as in the SP reach B, and the revival performance 1B is performed in which the confrontation between the two continues. During the revival performance 1, when the timing for the temporary stop of the performance pattern is reached again (FIG. 24(Tc3)), the result of the successful mode in which the main character 373K wins against the enemy character 373A is displayed, and the performance pattern is changed to a jackpot pattern and temporarily stopped (FIG. 22(d), (e)). Then, when a pattern stop command is received, a jackpot pattern (for example, "666") is displayed as a stopped pattern (FIG. 22(f), FIG. 24(Tc4)). As described above, when a jackpot occurs in the revival performance 1, the possibility of a normal jackpot is higher than a guaranteed jackpot, so "666" is exemplified as the stopping pattern of the performance pattern.

[0090] In addition, when the revival performance 2 is performed, when the timing for the performance symbol to be temporarily stopped (FIG. 24(Td0)) is reached, as in the case of a miss or revival performance 1, a result of a failure mode in which the main character 373K is defeated by the enemy character 373A is displayed (see FIG. 21(a) and (b)), and the performance symbol is temporarily stopped at the miss symbol (see FIG. 21(b) and (c)). Next, as in the case of a miss, a lightning bolt (flash) runs across the screen and the screen is switched once (FIG. 23(a), FIG. 24(Td1)), and then the performance symbol is temporarily stopped again at the miss symbol (FIG. 23(b), FIG. 24(Td2)). Because this temporary stop causes the first timing to elapse (the first timing is missed) (see FIG. 24), the player can recognize that the revival performance 1 will not be executed. Also, since the performance symbol is temporarily stopped again at the losing symbol, there is a possibility that the symbol will be stopped and displayed as the losing symbol, but since the revival performance 2 may be executed at the second timing after the first timing, the player will pay attention to the performance with a sense of expectation and tension that the revival performance 2 will be executed. Then, when the second timing is reached in this state (Fig. 24 (Td3)), the entire screen will be darkened once and then the revival performance 2 will start (Fig. 23 (c), (d)). In the revival performance 2, the main character 373K suddenly appears, the performance symbol is changed to a jackpot symbol (for example, "777") and temporarily stops, thereby announcing a jackpot (here, a guaranteed jackpot) (Fig. 24 (Td4)). Then, when a symbol stop command is received, the jackpot symbol is stopped and displayed (Fig. 23 (e), Fig. 24 (Td5)).

[0091] The pachinko machine 1 of the present embodiment described above can execute, as revival effects, revival effect 1 (first revival effect) that starts at a first timing (predetermined timing) after the performance symbol is temporarily stopped at a losing symbol, and revival effect 2 (second revival effect) that starts at a second timing after the first timing. Therefore, even if the revival effect 1 is not executed after the performance symbol is temporarily stopped at a losing symbol, there is a possibility that the revival effect 2 will be executed thereafter, so that the player can be drawn to whether the revival effect will be executed or not, and can enjoy the performance for a longer period of time. In other words, the performance can be shown with a sense of expectation and tension until the end, so that the performance effect can be enhanced and the interest in playing can be improved. In addition, the revival effects 1 and 2 described in this embodiment are performances that are executed in a normal state, and are not executed in a probability variable state or a time-saving state. As a result, the interest in playing can be improved by executing the revival effect in a normal state that is disadvantageous to the player. It is preferable to execute the revival effect in a state that is disadvantageous to the player, such as a normal state, but this is not limited to this, and it may be executed in a probability variable state or a time-saving state.

[0092] In addition, when the revival performance 2 is executed, the probability of transition to the probability variable state is higher after the end of the big win game than when the revival performance 1 is executed. In other words, since the probability of transition to the probability variable state is higher when the revival performance is executed later after the big win game, the player can be drawn to the timing of the revival performance execution and can enjoy the performance for a longer period of time.

[0093] In the embodiment, the probability of a jackpot is higher when the revival performance 2 is executed than when the revival performance 1 is executed, that is, the probability of a jackpot state (specific state) occurring after the jackpot game is finished is higher, but this is not limited to the above. For example, during a variable performance in which a normal jackpot pattern is stopped and displayed, only the revival performance 1 is executed and the revival performance 2 is not executed, and during a variable performance in which a jackpot pattern is stopped and displayed, only the revival performance 2 is executed and the revival performance 1 is not executed. Alternatively, the probability of a jackpot being a jackpot may be the same when the revival performance 1 is executed and when the revival performance 2 is executed. Even in this way, if the revival performance 1 is not executed, the player's attention can be drawn to whether or not the revival performance 2 is executed thereafter, and the player can enjoy the performance. Also, the probability of a jackpot being ...

[0094] In the embodiment, two types of SP reaches A and B are shown as examples, but the present invention is not limited to this, and there may be three or more types of SP reaches, or only one type. Also, the revival performance 1 is a plurality of performances (revival performances 1A and 1B) corresponding to the types of SP reaches, but the present invention is not limited to this, and may be a single type of performance common to all types of SP reaches. Also, the revival performance 2 is a common performance common to all types of reaches (SP reaches), but the present invention is not limited to this, and may be a plurality of performances corresponding to all types of SP reaches.

[0095] In the embodiment, the revival performance is executed only when the game progresses to the SP reach, but this is not limited to this, and the game may be executed during a normal reach that does not progress to the SP reach. In such a case, the revival performance 2, which is a common revival performance, may be executed.

[0096] In the embodiment, the pattern change performance in which the time-saving pattern is stopped and displayed does not perform the revival performance, that is, the time-saving change pattern does not have a change pattern for performing the revival performance, but the present invention is not limited to this, and the revival performance may be performed. In addition, in such a case, the following modified example may be configured. FIG. 25 is an explanatory diagram showing an example of a change pattern table of the modified example, and FIG. 26 is an explanatory diagram showing an example of a state in which the pattern change performance is executed. The jackpot change pattern table of the modified example shown in FIG. 25(a) is different from the embodiment, and does not have the change patterns P04 and P06 for performing the revival performance 2. Therefore, during the SP reach performance when the jackpot pattern is stopped and displayed, only the revival performance 1 (1A, 1B) can be executed, and the revival performance 2 is not performed. In addition, the time-saving change pattern table of the modified example shown in FIG. 25(b) is added with a change pattern P14 for performing the revival performance 2 during the performance of the SP reach A and a change pattern P15 for performing the revival performance 2 during the performance of the SP reach B. For this reason, during the SP reach performance when the time-saving pattern is stopped and displayed, only the revival performance 2 can be executed, and the revival performance 1 is not executed. Note that the miss variation pattern table of the modified example is the same as that of the embodiment, so it is omitted from the illustration.

[0097] In addition, when the revival performance 2 is performed and the time-saving symbol is stopped, first, as in the case of a miss or revival performance 1, a result of a failure mode in which the main character 373K is defeated by the enemy character 373A is displayed (see Fig. 21(a) and (b)), and the performance symbol is temporarily stopped at the miss symbol (see Fig. 21(b) and (c)). Next, as in the case of a miss, a lightning bolt (flash) runs across the screen and the screen is temporarily switched (Fig. 26(a)), and the performance symbol is temporarily stopped again at the miss symbol (Fig. 26(b)). For this reason, the player realizes that the revival performance 1 will not be performed, and focuses on the performance with a sense of expectation and tension that the revival performance 2 will be performed. Then, at the second timing, the entire screen is darkened once, and then the revival performance 2 is started (Fig. 26(c) and (d)), and the performance symbol is changed to a time-saving symbol (for example, "7★7") and temporarily stopped, thereby announcing the time-saving. Then, when a symbol stop command is received, the time-saving symbol is displayed frozen (FIG. 26(e)).

[0098] In this modified example, when the losing symbol is changed to the big win symbol (first winning symbol) in the revival performance, the revival performance 1 is executed, and when the losing symbol is changed to the time-saving symbol (second winning symbol) in the revival performance, the revival performance 2 is executed. Therefore, even if the performance symbol stops at the losing symbol during the symbol variation performance and the revival performance 1 is not executed at the first timing, there is a possibility that the second revival performance will be executed after that. Also, even if it is recognized that a big win will not occur because the revival performance 1 is not executed, there is a possibility that the time-saving state will be entered if the second revival performance is executed. Therefore, it is possible to make the player pay attention to whether the revival performance is executed or not, and to enjoy the performance for a longer period of time. In the modified example, during the variation performance in which the big win symbol is stopped and displayed, only the revival performance 1 is executed and the revival performance 2 is not executed, and during the variation performance in which the time-saving symbol is stopped and displayed, only the revival performance 2 is executed and the revival performance 1 is not executed, but the present invention is not limited to this, and the possibility of the revival performance being executed may be different. For example, during the SP reach performance when the time-saving symbol is stopped, the revival performance 2 may be performed more likely than during the SP reach performance when the jackpot symbol is stopped, and the revival performance 1 may be performed less likely. If there is a possibility that both the jackpot symbol and the time-saving symbol are stopped when the revival performance 2 is performed, the type of revival performance may be different for the jackpot and the time-saving symbol, so that the player can easily understand which symbol is stopped. In addition, the possibility of the revival performances 1 and 2 being performed may be determined based on the number of time-saving times determined according to the time-saving symbol. For example, in the case of a time-saving symbol with a relatively small number of time-saving times, such as special symbol 1_time-saving symbol A, B with a time-saving number of times of 10 or 30, the revival performance 1 may be performed more likely, and in the case of a time-saving symbol with a relatively large number of time-saving times, such as special symbol 1_time-saving symbol C with a time-saving number of times of 1000, the revival performance 2 may be performed more likely. In addition, the time-saving symbol is not limited to being displayed stopped after the revival performance is executed, but may be displayed stopped as it is with an SP reach or normal reach (variable patterns P11 to P13), or may be displayed stopped after a specific performance different from the revival performance is executed.

[0099] In the embodiment, whether or not to execute the revival performance and the type (timing) of the revival performance are determined according to the fluctuation pattern, i.e., the main control device 60 decides whether or not to execute the revival performance and the type of the revival performance, but this is not limited to this. For example, when the sub-integrated control device 90 decides the performance pattern according to the fluctuation pattern involving the SP reach, the whether or not to execute the revival performance and the type of the revival performance may be decided by lottery or the like.

[0100] In the embodiment, there are two timings: a first timing for performing revival performance 1 and a second timing for performing revival performance 2, but this is not limited to this and there may be three or more timings including these two timings.

[0101] In the embodiment, the time-saving state is a state favorable for the game ball to enter the second starting hole 24, and shortens the fluctuation time of the normal and special symbols compared to the normal state (fluctuation shortening function), and extends the opening time of the second starting hole 24 that opens when the normal symbol is selected compared to the normal state (opening extension function), but it is sufficient if it at least shortens the fluctuation time of the symbols compared to the normal state. Also, the time-saving state may have a function to make the probability of winning the normal symbol higher than the normal state.

[0102] In the embodiment, the number of times of time-saving in the time-saving state generated by the stop display of the time-saving pattern is multiple, but this is not limited to this, and it may be one type. Also, the number of times of time-saving is different between the time-saving state generated after the execution of a jackpot game and the time-saving state generated by the stop display of the time-saving pattern without the execution of a jackpot game, but the number of times of time-saving may be the same.

[0103] In the embodiment, when the current game state is the time-saving state or the high probability state, the result of the time-saving judgment process that the time-saving state exists is invalidated (S418 of the first special symbol variation display related process), but the present invention is not limited to this, and the time-saving judgment process may not be performed when the current game state is the time-saving state or the high probability state. Alternatively, the result of the time-saving judgment process that the time-saving state exists may be valid when the current game state is the time-saving state or the high probability state. For example, when the time-saving judgment process is performed in a time-saving state in which the number of time-saving times (time-saving counter) remains a predetermined number (for example, 5 times), and a time-saving state is judged to exist and a new time-saving state is generated, the number of time-saving times (time-saving counter) of the newly generated time-saving state may be set to a value (15 times) obtained by adding the remaining predetermined number (5 times) to the original number (for example, 10 times), or may be set to the original number (10 times). In addition, the time-saving state caused by a jackpot game and the time-saving state caused by a time-saving pattern may differ in whether or not a time-saving determination process is executed, and whether or not the result of determining that there is time-saving is valid.

[0104] In the embodiment, the first special symbol includes a time-saving symbol, and the second special symbol does not include a time-saving symbol, but the second special symbol may include a time-saving symbol and the first special symbol may not include a time-saving symbol, or both the first special symbol and the second special symbol may include a time-saving symbol, or both the first special symbol and the second special symbol may not include a time-saving symbol. Also, when the special symbol is stopped and displayed as a time-saving symbol, the performance symbol is stopped and displayed in a specific combination exclusive to the time-saving symbol, but this is not limited to this, and for example, the performance symbol may be stopped and displayed in a combination common to a miss, such as a reach miss combination.

[0105] In the embodiment, the pachinko machine 1 is configured as a so-called seven-machine type gaming machine, but is not limited to this, and may be configured as a so-called type 1 / type 2 mixed machine in which a specific area is provided inside a large prize entry port that opens during a small win game, and when a game ball enters the large prize entry port during a small win game and the game progresses to a large win game when the entered game ball passes through the specific area.

[0106] In the embodiment, the game balls supplied from the island equipment of the game hall are paid out to the upper tray 11 as prize balls or loan balls, but it may be a so-called sealed type pachinko machine. The sealed type pachinko machine plays games by circulating the game balls sealed inside. The pachinko machines of the embodiment and the modified example may be applied to a so-called managed game machine. The managed game machine restricts external access to the main control device, and allows only specific information (information that affects the performance of the game or information that may affect the result of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.

[0107] The correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem will be described. In the embodiment, the CPU 60a of the main control device 60, which executes S400-S406 of the first special symbol variable display related process and S450-S456 of the second special symbol variable display related process, corresponds to the "win / lose determination means", the CPU 60a of the main control device 60, which executes S328-S334 of the special symbol game process and the big win game process, corresponds to the "big win game execution means", the sub-integrated control device 90 and the performance display control device 91, which executes S600-S624, S638-S648 of the symbol variable performance process, correspond to the "variation performance means", and the sub-integrated control device 90 and the performance display control device 91, which executes S626-S636 of the symbol variable performance process, correspond to the "revival performance means". The CPU 60a of the main control device 60, which executes S536-S544 of the jackpot game processing, corresponds to the "specific state transition means" that transitions to a specific state after the jackpot game ends. The CPU 60a of the main control device 60, which executes S412-S420 of the first special symbol variable display related processing, corresponds to the "specific determination means", and the CPU 60a of the main control device 60, which executes S344-S350 of the special symbol game processing, corresponds to the "specific state transition means" that transitions to a specific state without going through a jackpot game. Note that the correspondence between the main elements of the embodiment and the main elements of the invention described in the "Means for solving the problem" column does not limit the elements of the invention described in the "Means for solving the problem" column, since the embodiment is an example for specifically explaining the form for implementing the invention described in the "Means for solving the problem" column. In other words, the interpretation of the invention described in the "Means for solving the problem" column should be made based on the description in that column, and the embodiment is merely a specific example of the invention described in the "Means for solving the problem" column.

[0108] Although the embodiment of the present invention has been described above using examples, the present invention is not limited to these examples in any way, and it is of course possible to carry out the present invention in various forms without departing from the spirit of the present invention. [Explanation of symbols]

[0109] 1 pachinko machine, 2 outer frame, 3 front frame, 3a front frame opening switch, 4 glass plate, 5 inner frame, 5a inner frame opening switch, 11 upper tray, 12 lower tray, 13 launch handle, 14 speaker, 15 frame side decorative lamp, 16 performance button, 16a performance button switch, 20 game board, 21 game area, 21a outer rail, 21b inner rail, 21c nail, 22 normal pattern operation gate, 22a gate switch, 23 first start port, 23a first start port switch, 24 second start port, 24a second start port switch, 24b opening and closing blade, 24c second start port solenoid, 25 large prize port, 25a large prize port switch, 25b opening and closing plate, 25c large prize port solenoid, 26 normal prize port, 26a normal prize port switch, 29 Outlet, 31 first special symbol display device (first special symbol display device), 32 second special symbol display device (second special symbol display device), 33 first special symbol reserved number display device (first special symbol reserved number display device), 34 second special symbol reserved number display device (second special symbol reserved number display device), 35 normal symbol display device (normal symbol display device), 36 normal symbol reserved number display device (normal symbol reserved number display device), 37 performance display device, 371L, 371C, 371R performance symbol (pseudo symbol), 372 reserved symbol, 373 character, 373A, 373B enemy character, 373K hero character, 373L ally character, 38 center role, 50 CR unit, 51 CR unit terminal board, 52 settlement display device, 53 ball loan button, 53a ball loan switch, 54 settlement button, 54a settlement switch, 60 Main control device, 60a CPU, 60b ROM, 60c RAM, 61 game board relay terminal board, 62 pattern display device relay terminal board, 63 performance relay terminal board, 64 rear wiring relay terminal board, 65 external connection terminal board, 70 payout control device, 71 payout relay terminal board, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 80 launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 100 hall computer.

Claims

[Claim 1] A means for determining whether or not a prize is awarded based on the establishment of a predetermined condition; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination means is a hit; A variable performance means for executing a pattern variable performance in which a performance pattern is displayed in a variable manner and stopped at a pattern indicating the judgment result of the winning / losing judgment means; A revival performance means for executing a revival performance suggesting that the performance symbol is temporarily stopped at a losing symbol indicating a losing result by the variable performance means, and then the performance symbol is changed to a winning symbol indicating a winning result by the determination result, and the performance symbol is stopped and displayed; A gaming machine comprising: The revival performance means is capable of executing a first revival performance that starts at a predetermined timing after the performance pattern is temporarily stopped at the losing pattern, and a second revival performance that starts at a timing after the predetermined timing, a reach performance means capable of executing any one of a plurality of reach performances during execution of the pattern variation performance; The revival performance means is capable of executing a plurality of first revival performances corresponding to the plurality of reach performances as the first revival performance, and is capable of executing a second revival performance common to the plurality of reach performances as the second revival performance, and when executing the first revival performance, executes the first revival performance corresponding to the reach performance executed by the reach performance means among the plurality of first revival performances, and when executing the second revival performance, executes the second revival performance common regardless of the reach performance executed by the reach performance means, The first revival effect is an effect content related to the effect content of the executed reach effect. Amusement machine.

Citation Information

Patent Citations

  • Game machine

    JP2018050876A

  • Pinball game machine

    JP2019050843A

  • Game machine

    JP2019084404A

  • Game machine

    JP2019166197A