Gaming Machines

JP7649526B2Active Publication Date: 2025-03-21SANSEI R&D KK
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Patent Information

Application Number
JP2022172787
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-10-27
Publication Date
2025-03-21
Estimated Expiration
2042-10-27

AI Technical Summary

Benefits of technology

【0015】 本発明の遊技機によれば、遊技音の出力態様を多様化して趣向性の高い遊技機の提供を図ることが可能となる。

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Patent Text Reader

Abstract

To solve the problem that some conventional game machines perform winning / losing determination with a predetermined jackpot probability and variably display a pattern on the basis of entry of game balls into a start pocket, stop and display a pattern as a jackpot pattern when a result of winning / losing determination becomes a jackpot, and execute a jackpot game that opens a large winning hole, also execute a game performance (such as a ready-to-win performance and a character performance) following a variation display of a pattern, and show a possibility that a result of winning / losing determination may become a jackpot according to an execution mode of the game performance, but may cause a decrease in interest in a game since an output mode of a game sound is uniform while enhancing interest in a game by a game sound outputted along with a variation display of a pattern and a ready-to-win performance.SOLUTION: A highly amusing game machine in which an output mode of a game sound is diversified is provided.SELECTED DRAWING: Figure 46
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Description

[Technical field]

[0001] The present invention relates to a gaming machine, and is particularly applicable to pachinko gaming machines and the like. [Background technology]

[0002] In conventional gaming machines, a hit / miss judgment is made with a predetermined probability of hitting based on the ball entering the starting hole, and a jackpot game is executed by displaying a variably displayed pattern, and when the hit / miss judgment result is a hit, the pattern is stopped and displayed as a hit pattern, and the big prize opening is opened. In addition, a game presentation (reach presentation, character presentation, etc.) is executed along with the variably displayed pattern, and the possibility that the hit / miss judgment result will be a hit, that is, the possibility that the pattern will be stopped and displayed as a hit pattern (jackpot reliability) is shown depending on the execution mode of the game presentation (for example, Patent Document 1).

[0003] In addition, a predetermined game sound selected from a plurality of game sounds is output in conjunction with the changing display of the patterns and the reach performance (preview performance), and the game sound increases the player's sense of excitement, thereby increasing the player's interest in the game. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 10-57583 Summary of the Invention [Problem to be solved by the invention]

[0005] In the gaming machines described above, the gaming sounds output together with the changing display of the patterns and the reach effects increase the interest in the game, but there is also a risk that the output manner of the gaming sounds will be uniform, resulting in a decrease in interest in the game.

[0006] The present invention has been made in consideration of the above circumstances, and provides a highly entertaining gaming machine with diversified game sound output modes. [Means for solving the problem]

[0007] The first aspect of the invention for solving the above-mentioned problems is a gaming machine comprising: an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a variable ball entry port that can be changed between a ball entry possible state where the game ball can enter and a ball entry impossible state where the game ball cannot enter; and a special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A game effect sound selection means for selecting a predetermined game effect sound from a plurality of game effect sounds; a game effect sound output means for outputting the game effect sound selected by the game effect sound selection means; a game effect image selection means for selecting a predetermined game effect image from a plurality of game effect images; A game effect image display means for displaying the game effect image selected by the game effect image selection means on a display unit, The game effect image includes a common game effect image corresponding commonly to a plurality of game effect sounds, and a plurality of individual game effect images corresponding individually to the plurality of game effect sounds, The game effect sound selected by the game effect sound selection means and the game effect image selected by the game effect image selection means are executed in parallel, A first game condition is determined in advance and may be satisfied during a game. When the game performance sound is output by the game performance sound selection means selecting the game performance sound before the first game condition is established, the common game performance image is displayed regardless of the type of the game performance sound being output. After the first game condition is established, when the game performance sound selection means selects a game performance sound and the selected game performance sound is output, the individual game performance image corresponding to the game performance sound is displayed according to the type of the game performance sound being output. It is characterized by the above.

[0008] According to such a gaming machine, the gaming machine includes a gaming performance sound output means for selecting a predetermined gaming performance sound from a plurality of gaming performance sounds and outputting the selected gaming performance sound, and a gaming performance image display means for selecting a predetermined gaming performance image from a plurality of gaming performance images and displaying the selected gaming performance image on a display unit. The gaming machine also includes a common gaming performance image commonly corresponding to the plurality of gaming performance sounds and a plurality of individual gaming performance images individually corresponding to each of the plurality of gaming performance sounds, and the gaming performance sounds and the gaming performance images are executed in parallel. Before the first gaming condition is established, the common gaming performance image is displayed regardless of the type of gaming performance sound being output, and after the first gaming condition is established, the individual gaming performance image corresponding to the gaming performance sound is displayed depending on the type of gaming performance sound being output. This changes the correspondence between the gaming performance sound and the gaming performance image before and after the first gaming condition is established during a game, diversifying the gaming performance, preventing boredom in the game, and making it possible to increase interest in the game.

[0009] The gaming machine of the second invention is the gaming machine of the first invention, The game effect sound selection means has a first period during which a predetermined game effect sound can be selected from a plurality of game effect sounds, and a second period during which a game effect sound cannot be selected, The first gaming condition is characterized in that it can be established during the first period.

[0010] According to such a gaming machine, there is a first period during which a game effect sound can be selected and a second period during which a game effect sound cannot be selected, and the first game condition can be established during the first period during which a game effect sound can be selected. As a result, the first game condition is established during a period during which the game effect sound being executed can be changed to another game effect sound, and the establishment of the first game condition changes the correspondence between the game effect sound and the game effect image, making it possible to diversify the game effects.

[0011] The gaming machine of the third invention is the gaming machine of the first invention, The first game condition is characterized in that it is established based on the game ball entering a predetermined ball entry hole.

[0012] According to such a gaming machine, the first gaming condition is established based on the game ball entering a predetermined ball entrance. As a result, the first gaming condition is established based on the player's ball entering the predetermined ball entrance, and the relationship between the game performance sound and the game performance image changes depending on the player's own play, which prevents the player from getting bored with the game and makes it possible to increase the interest in the game.

[0013] In addition, the gaming machine of the fourth invention is the gaming machine of the first invention, A second game condition is determined in advance and may be satisfied during the game. After the first game condition is established, the individual game presentation image corresponding to the game presentation sound being output is displayed depending on the type of game presentation sound being output, and then, when the second game condition is established, the common game presentation image is displayed regardless of the type of game presentation sound being output.

[0014] According to such a gaming machine, in addition to the first gaming condition, there is a second gaming condition. Furthermore, after the first gaming condition is established, the second gaming condition is established in a situation where an individual gaming effect image corresponding to the selected and output gaming effect sound is displayed. After that, the common gaming effect image is displayed regardless of the type of the output gaming effect sound. This changes the correspondence between the gaming effect sound and the gaming effect image before and after the first gaming condition and the second gaming condition are established, diversifying the gaming effects, preventing boredom in the game, and making it possible to increase the interest in the game. Effect of the Invention

[0015] According to the gaming machine of the present invention, it is possible to diversify the output modes of gaming sounds and provide a gaming machine with high intrigue. [Brief description of the drawings]

[0016] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is a rear view of the gaming machine according to the embodiment of the present invention. FIG. [Diagram 3] FIG. 2 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] 4 is an enlarged view of the main display shown in FIG. 3, showing displays provided in the gaming machine. FIG. [Diagram 5] 2 is a block diagram showing the electrical configuration of the gaming machine. FIG. [Figure 6] This is a table showing the correspondence between the type of win and the opening pattern of the large prize opening. [Figure 7] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 8] (A) is a hit determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of an interrupt process. [Figure 12] 13 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing at the time of the initial ball entry. [Figure 14] 13 is a flowchart of a general operation process. [Figure 15] 13 is a flowchart of normal symbol waiting processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] 13 is a flowchart of normal pattern random number shift processing. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 13 is a flowchart of the normal symbol determination process. [Figure 20] 13 is a flowchart of normal electric device processing. [Figure 21] 13 is a flowchart of special chart operation processing. [Figure 22] 13 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the special chart 2 pass / fail determination process. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Diagram 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special drawing 1 correctness determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Diagram 30] Special Figure 1 is a flowchart of random number shift processing. [Diagram 31] This is a flowchart of processing during special pattern change. [Diagram 32] 13 is a flowchart of a special symbol determination process. [Diagram 33] This is a flowchart of special electric device processing 1 (jackpot play). [Diagram 34] 13 is a flowchart of a game status setting process. [Diagram 35] This is a flowchart of special electric device processing 2 (small hit game). [Diagram 36] 13 is a flowchart of a specific area sensor detection process. [Figure 37] This is a flowchart for processing the number of reserved balls. [Figure 38] 13 is a flowchart of a power interruption monitoring process. [Figure 39] 13 is a flowchart of a sub-control main process. [Diagram 40] 13 is a flowchart of a reception interrupt process. [Diagram 41] 13 is a flowchart of a 2 ms timer interrupt process. [Diagram 42] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 43]11 is a flowchart of a first presentation mode setting process. [Diagram 44] 13 is a flowchart of a pre-performance switching process. [Diagram 45] 13 is a table showing a random number table for selecting effects. [Figure 46] FIG. 13 is a diagram showing a time chart of the selection effect. [Figure 47] A diagram showing battle effects and preview effects. [Figure 48] A diagram showing battle effects and preview effects. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Next, the embodiment of the present invention will be described using examples. In the following examples, the present invention will be applied to a pachinko game machine (pinball game machine) in which the game medium used in the game is a game ball, and the game can be progressed by shooting the game ball toward the game board. Specifically, the present invention will be described using a so-called "type 1" pachinko game machine as an example, in which a special pattern is displayed in a variable manner based on the entry of a game ball into a starting hole, and when a jackpot pattern is displayed in a stopped manner with the end of the variable display of the special pattern, a jackpot game (special game) in which a predetermined amount of game profit (for example, prize balls) can be given to the player can be executed.

[0018] In the following description, the front side (front) simply means the near side (the side where the player is positioned when playing) when the gaming machine is viewed from the front, and the rear side (rear) simply means the rear side when the gaming machine is viewed from the front. Also, the upper side (upper), lower side (lower), left side (left side), and right side (right side) simply mean the up, down, left, and right directions when the gaming machine is viewed from the front, for example, the upper side, lower side, left side, and right side in Figures 1 and 3. EXAMPLES

[0019] As shown in Figures 1 to 3, the pachinko game machine 1 of this embodiment 1 includes a game machine frame 50 and a game board 2 attached inside the game machine frame 50, and the game board 2 is configured to be freely attached and detached from the game machine frame 50. Figure 3 shows the game board 2 removed from the game machine frame 50. The game machine frame 50 is configured to have a front frame 51 with a decorative surface, a main frame 52 to which the game board 2 and the like are attached, and an outer frame 53 for attaching the pachinko game machine 1 to the island equipment of the hall, and the front frame 51, the main frame 52, and the outer frame 53 are pivotally supported at one side end and each configured to be openable and closable.

[0020] The front frame 51 is also provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 capable of storing game balls and supplying the stored game balls to the launching device side, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a first effect button 63a and a second effect button 63b (collectively referred to as the "effect button 63") that can be operated by the player during the execution of game effects executed as the game progresses, a decorative frame lamp 66 that can emit various lights depending on the game situation, a speaker 67 that can emit various sounds (sound effects) depending on the game situation, and the like.

[0021] The effect button 63 functions as an input means that allows input by the player, and the effect button to be used can be selected according to the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation corresponding effect is performed based on the operation. The configuration of the effect button 63 is not limited to the embodiment 1, and it is sufficient as long as the player can perform input. For example, it may be an input means (e.g., a retractable type, a touch sensor type, etc.) in which the player directly touches the button part to perform input, or a non-contact type input means (e.g., a photoelectric type) in which input is performed by detecting that a part of the player's body is approaching. In addition, the effect button may perform an effect action such as protruding upward or forward or vibrating (a movable effect operation means).

[0022] The game board 2 has a game area 3, in which game balls launched by operating a launch handle 60 flow down, surrounded by a rail member 4. A number of game nails 16 for guiding the game balls are protruding from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent the game balls once guided to the game area from returning to the launching device. The game board 2 also has decorative board lamps 5 (see FIG. 5) that can emit various lights depending on the game situation.

[0023] Near the center of the game area 3, an image display device 7, which is one aspect of the performance display means, is provided. The image display device 7 in this embodiment is made of a liquid crystal display device, and its display screen 7a is provided with a performance pattern display area 7b (also called a "performance pattern display section") in which performance patterns 8L, 8C, and 8R (also simply called "performance pattern 8") are displayed, and a background display area 7c in which a background image constituting the background of the display screen 7a is displayed. The performance patterns 8L, 8C, and 8R are displayed in synchronization with the variable display of the first special pattern and the variable display of the second special pattern, which will be described later. The variable display mode includes, for example, a mode in which the display is scrolled up and down, left and right, and diagonally, and in this embodiment, the display is scrolled up and down in principle. The performance pattern display area 7b is made up of three pattern display areas, for example, "left", "middle", and "right", and the left pattern display area displays the left performance pattern 8L, the middle pattern display area displays the middle performance pattern 8C, and the right pattern display area displays the right performance pattern 8R. Furthermore, the left, center, and right pattern display areas do not need to be positioned separately, and the left, center, and right performance pattern display areas may each be the entire pattern display area (performance pattern display region 7b).

[0024] In this embodiment, the performance symbols 8L, 8C, and 8R are each composed of a plurality of symbols (identification information) each representing a number from "1" to "9". Depending on the combination (stop display mode) of the left, center, and right performance symbols stopped and displayed in the performance symbol display area 7b, the display result of the variable display of the first special symbol displayed on the first special symbol display device 41a (also called the "first special symbol display section") described later and the display result of the variable display of the second special symbol displayed on the second special symbol display device 41b (also called the "second special symbol display section"), that is, the result of the special symbol hit / miss judgment (also simply called the "hit / miss judgment") are displayed so that the player can easily recognize them. In this embodiment, the stop order of the performance symbols 8L, 8C, and 8R that are displayed in a variable manner is, in principle, "left → right → center". Note that the first special symbol, the second special symbol, or the performance symbol may simply be referred to as "symbol" or "identification information". In addition, ordinary patterns are sometimes called "ordinary patterns", special patterns are sometimes called "special patterns", the first special pattern is sometimes called "special pattern 1" or "first special pattern", and the second special pattern is sometimes called "special pattern 2" or "second special pattern".

[0025] For example, if the result of the special symbol hit / miss judgment is a big hit, it is possible to stop and display the performance symbols with three identical digits such as "777" (also called "hit performance symbols"). Also, if the result is a small hit, it is possible to stop and display the performance symbols with a pre-set chance symbol such as "135" or a special symbol such as "3★3" (also called "small hit performance symbols"). Also, if the result is a miss, it is possible to stop and display the performance symbols with a variety of symbols (also called "miss performance symbols") in which at least one of the three symbols is different, such as "637" or "373". This makes it possible for the player to easily grasp the progress of the game by looking at the performance symbols that are stopped and displayed. In other words, the player generally does not directly grasp the result of the special symbol hit / miss judgment by looking at the special symbols displayed on the first special symbol display 41a or the second special symbol display 41b, but by looking at the performance symbols displayed in the performance symbol display area 7b.

[0026] Here, among the stop display modes of the performance symbols, the stop display mode (in this embodiment, a repeat number) corresponding to the result of the special symbol hit / miss judgment is sometimes called a "big hit mode" or "specific display result", and the stop display mode (in this embodiment, a random number) corresponding to the result of the special symbol hit / miss judgment is sometimes called a "miss mode" or "non-specific display result". Also, the stop display mode corresponding to the result of the special symbol hit / miss judgment is sometimes called a "small hit mode" or "predetermined display result".

[0027] On the display screen 7a of the image display device 7, in addition to displaying the game effects using the above-mentioned effect symbols (effect symbol game effects), winning game effects executed in conjunction with winning games, demo effects for waiting for customers, etc. are displayed. In addition to effect symbols such as numbers, various effect images other than the effect symbols, such as background images and character images, are also displayed in the effect symbol game effects, winning game effects, and demo effects.

[0028] In addition, the display screen 7a of the image display device 7 is provided with a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of stored first special chart holds described later, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of stored second special chart holds described later. Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special chart holds displayed on the first special chart hold display 43a (see FIG. 4) described later and the number of stored second special chart holds displayed on the second special chart hold display 43b can be clearly shown to the player.

[0029] Furthermore, the display screen 7a of the image display device 7 of this embodiment is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently changing special pattern (first special pattern or second special pattern), i.e., the effect hold corresponding to the consumed special pattern hold (first effect hold 9a or second effect hold 9b) (see Figure 3).

[0030] In addition, the display screen 7a of the image display device 7 is provided with a left hit display area 70c (left hit instruction image display section) that displays a left hit instruction image 70 described later, and a right hit display area 71c (right hit instruction image display section) that displays a right hit instruction image 71 described later, depending on the game state. The left hit instruction image 70 and the right hit instruction image 71 are collectively referred to as "fire instruction images."

[0031] A center ornament 10 is provided in the vicinity of the center of the game area 3 and in front of the image display device 7 so as to surround the performance pattern display area 7b. A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center ornament 10. A hollow warp section 12 is provided at the left part of the center ornament 10. The warp section 12 is provided with a warp entrance and a warp exit, and receives game balls flowing down the game area 3 from the warp entrance, discharges the game balls from the warp exit, and guides them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 are more likely to enter the first starting hole 20 described later than game balls that are not guided to the stage section 11. Furthermore, a decorative member 13 having an electric decoration member such as an LED (board lamp 5) that can be lit depending on the game state and shaped like letters, figures, etc. is provided at the top of the center ornament 10.

[0032] In addition, a movable decorative member 14 that can move with the game presentation is provided at the top of the center decorative body 10 and behind the decorative member 13. In Fig. 3, only a part of the movable decorative member 14 is visible, but for example, with the execution of a game presentation with a relatively high probability of winning, the movable decorative member 14 falls downward and covers the front of the display screen 7a, making most of it visible. This increases the player's sense of expectation for a win.

[0033] A fixed winning device 19 equipped with a non-variable first starting hole 20 that does not change the ease with which a gaming ball can enter is provided below the image display device 7 in the gaming area 3. A random number or the like for determining whether a special symbol has been hit is acquired based on the entry of a gaming ball into the first starting hole 20, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is executed and the first special symbol is displayed in a variable manner and stopped based on the result of the hit / miss determination.

[0034] A variable winning device 22 (also called a "variable starting hole") equipped with a variable second starting hole 21 that changes the ease with which the game ball can enter is provided below the first starting hole 20. Based on the game ball entering the second starting hole 21, a random number or the like for determining whether the special symbol has been hit is obtained, and when a predetermined condition is met, a hit / miss determination of the second special symbol (second special symbol hit / miss determination) is executed, and the second special symbol is displayed in a variable manner, and is displayed stationary based on the result of the hit / miss determination.

[0035] The variable winning device 22 includes a movable member 23, and opens and closes the second starting hole 21 by the operation of the movable member 23. By this opening and closing operation, the second starting hole 21 can be changed from a first state (closed state) to a second state (open state) in which the game ball is more likely to enter than the first state. In other words, the movable member 23 changes the possibility of the game ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 is made possible for the game ball to enter only when the movable member 23 is in an open state, and is not possible for the game ball to enter when the movable member 23 is in a closed state. Note that the second starting hole 21 does not have to be completely impossible for the game ball to enter when the movable member 23 is in a closed state, as long as it is more difficult for the game ball to enter when the movable member 23 is in a closed state than when the movable member 23 is in an open state.

[0036] A first large prize winning device 31 having a first large prize winning port 30 (also called a "first variable ball winning port") is provided to the right of the first starting port 20 in the game area 3. The first large prize winning device 31 has an opening / closing member 32, and opens and closes the first large prize winning port 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a first large prize winning port solenoid 33 (see FIG. 5). The first large prize winning port 30 can receive game balls only when the opening / closing member 32 is in an open state. In other words, the first large prize winning device 31 can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter and a ball-entry-enabled state (open state) in which game balls can enter, by the opening / closing operation of the opening / closing member 32.

[0037] In addition, above the first large prize opening 30 in the game area 3 and at the lower right of the center decorative body 10, a second large prize opening device 36 equipped with a second large prize opening 35 (also called a "second variable ball opening") is provided. The second large prize opening device 36 is equipped with an opening / closing member (wing member) 37, and opens and closes the second large prize opening 35 by operating the opening / closing member 37. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (see FIG. 5). The second large prize opening 35 is capable of receiving a game ball only when the opening / closing member 37 is in an open state. In other words, the second large prize opening device 36 is capable of changing between a ball-entry-disabled state (closed state) in which a game ball cannot enter and a ball-entry-enabled state (open state) in which a game ball can enter, by the opening / closing operation of the opening / closing member 37.

[0038] The second large prize device 36 is formed with a specific area 39 through which the game ball that entered the second large prize opening 35 can pass. In this pachinko game machine 1, a high probability state described below is generated based on detection that at least one of the game balls that entered the second large prize opening 35 has passed through the specific area 39. In other words, the specific area 39 is a probability variable activation port. Such a specific area 39 is not provided in the first large prize device 31. The second large prize opening 35 (second large prize device 36) that has such a specific area 39 (V area) as a probability variable activation port is also called a "V attacker". The high probability state is one of the game benefits that are given to the player separately from the special game.

[0039] In the right area of ​​the center ornament 10 in the game area 3, a gate 28 (game ball passage opening) through which the game ball can pass is provided. Based on the passage of the game ball to the gate 28, a random number for determining whether or not the normal pattern is hit is acquired, and when a predetermined condition is established, a normal pattern hit / miss judgment is executed to determine whether or not the second start opening 21 is opened, and the normal pattern is displayed variably, and is displayed as a stop based on the result of the normal pattern hit / miss judgment. When the winning normal pattern is displayed as a stop, the second start opening 21 is opened. Furthermore, a plurality of general winning openings 27 are provided at the bottom of the game area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings provided to the left of the first start opening 20, and one is a right general winning opening provided to the right of the first large winning opening 30. The first start hole 20, the second start hole 21, the first major prize hole 30, the second major prize hole 35, and the general prize hole 27 are ball entry holes that trigger the payout of prize balls, and when a game ball enters each ball entry hole, a predetermined number of game balls (prize balls) are paid out from each ball entry hole. Specifically, the number of prize balls from the first start hole 20 is "4", the number of prize balls from the second start hole 21 is "2", the number of prize balls from the first major prize hole 20 and the second major prize hole 35 is "15", and the number of prize balls from the general prize hole 27 is "10".

[0040] In this way, the game area 3, in which multiple ball entry ports (first start port 20, second start port 21, first large prize port 30, second large prize port 35, general prize port 27, and gate 28) are arranged, can be divided into a left game area 3A (first area) on the left side of the center in the left-right direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is called a "left hit," and firing a game ball so that it flows down through the right game area 3B is called a "right hit." Here, among the multiple ball entry ports, the first start port 20 and the three left general winning ports 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the first large winning port 30, the second large winning port 35, the right general winning port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. In this pachinko game machine 1, when starting a game, in principle, a left shot is used to aim for a ball to enter the first start port 20. On the other hand, when a hit or miss judgment based on a ball entering the first start port 20 results in a hit and the game state changes, in principle, a right shot is used to aim for a ball to enter the gate 28, the second start port 21, the first large winning port 30, and the second large winning port 35.

[0041] As shown in Figs. 3 and 4, a main display 40 is disposed at the lower right of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) for displaying and stopping the first special symbol, a second special symbol display 41b (second special symbol display section) for displaying and stopping the second special symbol, and a normal symbol display 42 (normal symbol display section) for displaying and stopping the normal symbol. The main display 40 also includes a first special symbol reserve display 43a for displaying the number of hit / miss judgment information (first special symbol reserve) stored for the first special symbol, a second special symbol reserve display 43b for displaying the number of hit / miss judgment information (second special symbol reserve) stored for the second special symbol, and a normal symbol reserve display 44 for displaying the number of operation reserves (normal symbol reserve) stored for the normal symbol display 42. Furthermore, the main display 40 includes a win indicator 48 that indicates that the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a round indicator 45 that indicates the number of rounds of the winning game that will be executed when the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a game status indicator 46 that indicates that the probability fluctuation function is activated, and a launch direction indicator 47 that indicates the launch direction of the game ball, i.e., whether the state is to be hit to the right or the state is to be hit to the left. The display of these various indicators included in the main display 40 is controlled by a main control unit described later.

[0042] The first special symbol is displayed based on the entry of a game ball into the first starting hole 20. The second special symbol is displayed based on the entry of a game ball into the second starting hole 21. In the following description, the first special symbol and the second special symbol are sometimes collectively referred to as "special symbols." Also, the first special symbol display device 41a and the second special symbol display device 41b are sometimes collectively referred to as "special symbol display unit 41." Also, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b are sometimes collectively referred to as "special symbol reserve display unit 43."

[0043] In the special symbol display section 41, the special symbol (identification information) is displayed variably for a predetermined time, and then displayed still, and the result of the lottery (special symbol hit / miss judgment, big win lottery) based on the ball entering the first start hole 20 or the second start hole 21 is announced by the special symbol (stopped symbol) that is stopped and displayed. The special symbol that is stopped and displayed is one special symbol selected from a plurality of types of special symbols by the special symbol hit / miss judgment. When the stopped symbol is a predetermined specific special symbol (specific identification information), that is, when the mode of the stopped display of the special symbol (display result of the variable display of the special symbol) is a hit mode such as a big win symbol or a small win symbol, a special game (big win game, small win game) is played in which the first large winning hole 30 or the second large winning hole 35 is opened in an opening pattern according to the type of the stopped and displayed winning symbol. The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the special game will be described later.

[0044] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. In this embodiment, four types of big hits, "15R first big hit", "15R second big hit", "5R third big hit" and "2R fourth big hit", and a first small hit are provided as the result of the first special symbol hit / miss judgment (see FIG. 6 and FIG. 8), and the LEDs of the first special symbol display 41a can adopt a display mode according to each of these big hits and small hits. For example, when the result of the first special symbol hit / miss judgment is the first big hit (15R big hit), the three LEDs of "ijn" are lit and the rest are turned off (15R first big hit symbol). In addition, if the second jackpot (15R jackpot) occurs, the three LEDs of "ijk" will light up and the rest will be turned off (15R second jackpot pattern). In addition, if the third jackpot (15R jackpot) occurs, the three LEDs of "ijl" will light up and the rest will be turned off (15R third jackpot pattern). In addition, if the fourth jackpot (2R jackpot) occurs, the four LEDs of "jnop" will light up and the rest will be turned off (2R fourth jackpot pattern). In addition, if the first small jackpot occurs, the four LEDs of "mnop" will light up and the rest will be turned off (small jackpot pattern). In addition, if the jackpot is a miss, the two LEDs of "lo" will light up and the rest will be turned off (miss pattern).

[0045] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a-h" and displays a special symbol according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of hits, "15R 5th hit" and "15R 6th hit", are provided as the result of the second special symbol hit / miss judgment (see FIG. 8), and the LEDs of the second special symbol display 41b can adopt a display mode according to each of those hits. For example, if the result of the second special symbol hit / miss judgment is the 5th hit (15R hit), the three LEDs of "abd" are lit and the rest are turned off (15R 5th hit symbol). Also, if the result is the 6th hit (15R hit), the three LEDs of "abc" are lit and the rest are turned off (15R 6th hit symbol). In addition, if the second small win occurs, the four LEDs of "cdeh" will light up and the rest will go out (second small win pattern). In addition, if the win is a miss, the two LEDs of "eh" will light up and the rest will go out (miss pattern).

[0046] The display mode of the special symbols (stopped symbols) is not limited to these and can be set arbitrarily. Also, before the special symbols are displayed, the special symbols are displayed for a predetermined period of time, and the display mode can be, for example, a mode in which the LEDs are lit so that the light flows repeatedly from left to right in a predetermined order.

[0047] In this pachinko game machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also called "acquired information") such as a random number for determining whether or not a special pattern has been won is acquired based on the ball entry, and the acquired various information is temporarily stored in a special pattern reservation memory unit (not shown) formed in the RAM of the main control unit. In detail, if the ball enters the first starting hole 20, it is stored in the first special pattern reservation memory unit (not shown) as a first special pattern reservation (first acquired information), and if the ball enters the second starting hole 21, it is stored in the second special pattern reservation memory unit (not shown) as a second special pattern reservation (second acquired information). The number of special pattern reservations (acquired information) that can be stored in each special pattern reservation memory unit is limited to a predetermined number, and the upper limit in this embodiment is "4". These first special pattern reservation memory unit and second special pattern reservation memory unit are also called "first acquired information storage means" and "second acquired information storage means", respectively, and are also collectively called "acquired information storage means".

[0048] The reserved special symbols stored in the reserved special symbols storage unit are consumed when it becomes possible to display the special symbols based on the reserved special symbols. The consumption of reserved special symbols means judging the random numbers for judging whether the special symbols correspond to the reserved special symbols, and executing the display of the special symbols to show the judgment result. Therefore, in this pachinko game machine 1, even if the display of the special symbols based on the ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately at the time of the ball entering, that is, even if the display of the special symbols is being executed or a special game is being executed, it is possible to reserve the right to judge whether the ball is a special symbol for the ball entering, up to a predetermined number.

[0049] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, when the number of pending items is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green) with both LEDs turned off; when the number of pending items is "1", the display can be "u□v●" with the "u" LED turned off and the "v" LED turned red; when the number of pending items is "2", the display can be "u●v□" with the "u" LED turned red and the "v" LED turned off; when the number of pending items is "3", the display can be "u●v●" with both LEDs lit red; and when the number of pending items is "4 (maximum number)", the display can be "u▲v▲" with both LEDs lit green.

[0050] In addition, the second special chart reserved indicator 43b is composed of two LEDs of "wx", and displays the number of second special chart reserved by controlling the display of the LEDs according to the number of second special chart reserved. For example, when the reserved number is "0", the display mode is "w□x□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are turned off, and the reserved numbers "1" to "4" are also determined in the same way as the first special chart reserved indicator 43a.

[0051] The normal symbol is displayed in a variable manner when the game ball passes through the gate 28. The normal symbol display 42 displays the normal symbol in a variable manner for a predetermined period of time, then stops displaying it, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the game ball passing through the gate 28. The stopped normal symbol is one normal symbol selected from a plurality of types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (a winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0052] Specifically, as shown in FIG. 4, the normal symbol display 42 is composed of two LEDs, "st", and displays the normal symbol according to the result of the normal symbol hit / miss judgment by the way in which they are lit. For example, if the judgment result is a hit, the winning normal symbol with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, the losing normal symbol with only the "t" LED lit is displayed as "s□t■". Note that the losing normal symbol is not a specific normal symbol. Before the normal symbol is displayed, the normal symbol is displayed for a predetermined period of time, and the display is displayed in a manner in which, for example, both LEDs alternately light up and go out.

[0053] In this pachinko game machine 1, when a game ball passes through the gate 28, various information (also called "acquired information") such as a random number for determining whether a normal pattern is a hit or miss is acquired based on the passage, and the acquired various information is temporarily stored as a normal pattern reserve in a normal pattern reserve memory unit (not shown) formed in the RAM of the main control unit. The number of normal pattern reserves that can be stored in the normal pattern reserve memory unit is limited to a predetermined number, and the upper limit in this embodiment is "4". The normal pattern reserves stored in the normal pattern reserve memory unit are consumed when it becomes possible to display a variable normal pattern based on the normal pattern reserve. The consumption of a normal pattern reserve refers to determining the random number for determining whether a normal pattern is a hit or miss corresponding to the normal pattern reserve, and executing a variable normal pattern display to show the result of the determination. Therefore, in this pachinko game machine 1, even if the display of changing normal symbols based on the passage of the game ball through gate 28 cannot be executed immediately at the time of the passage, i.e., even if the display of changing normal symbols is being executed or an auxiliary game is being executed, the right to determine whether the normal symbols are correct or not for the passage can be reserved up to a specified number.

[0054] The number of reserved ordinary maps stored in the reserved ordinary map memory unit is displayed on the reserved ordinary map display 44. Specifically, the reserved ordinary map display 44 is composed of two LEDs, "qr", and displays the number of reserved ordinary maps by turning on the LEDs according to the number of reserved ordinary maps. For example, when the reserved number is "0", the display mode is "q□r□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and when the reserved number is "1", the display mode is "q□r●", in which the LED of "q" is off and the LED of "r" is lit in red. In addition, the reserved numbers "2" to "4" are also determined in the same way as the first reserved special map display 43a.

[0055] Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Figures 2 and 5. The pachinko game machine 1 of this embodiment includes a main control board 80 (also called the "main control unit" and "game control unit") that controls game progress and game profits, such as special symbol hit / miss judgment, normal symbol hit / miss judgment, and game state transition, a sub-control board 90 (also called the "sub-control unit" and "performance control unit") that controls performances executed with game progress, a payout control board 110 (also called the "payout control unit") that controls payout of game balls, an image control board 100 (image control unit) that controls display of the image display device 7, the performance display device 102, the performance first special symbol reserve display device 103a, the performance second special symbol reserve display device 103b, etc.

[0056] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko game machine 1, and above this main control board case, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided, and above this image control board storage case, a sub-control board storage case that stores the sub-control board 90 is provided. Also, below and to the left of the main control board case, a payout control board case that stores the payout control board is provided, and to the right of that, a power supply board case that stores the power supply board 109 is provided.

[0057] The main control board 80 is equipped with a one-chip microcomputer for game control (hereinafter, "game control microcomputer") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc. via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The RAM of the game control microcomputer 81 is provided with the above-mentioned special chart reservation memory section (first special chart reservation memory section and second special chart reservation memory section) and normal chart reservation memory section. In addition, a memory area for use in various flags and various counting counters is secured at a predetermined address of the RAM (main control RAM) of the main control board 80 (game control microcomputer 81).

[0058] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize hole sensor 30a, the second large prize hole sensor 35a, the specific area sensor 39a, the non-specific area sensor 49a, and the general prize hole sensor 27a. These various sensors are also referred to as "game ball detection means."

[0059] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The specific area sensor 39a is provided in a specific area 39 in the second large prize hole 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 49a is provided in a non-specific area (not shown) in the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 and passed through the non-specific area (i.e., game balls that have not passed through the specific area 39). The general prize opening sensor 27a is provided in each general prize opening 27, and detects game balls that have entered the general prize opening 27.

[0060] Also connected as solenoids are the second start port solenoid 24, the first large prize port solenoid 33, and the second large prize port solenoid 38. The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The first large prize port solenoid 33 is for driving the opening / closing member 32 of the first large prize device 31. The second large prize port solenoid 38 is for driving the opening / closing member 37 of the second large prize device 36.

[0061] Furthermore, the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, the normal symbol reserve display 44, the round display 45, the game status display 46, the launch direction display 47, and the win display 48 are connected to the main control board 80. That is, the display control of these main displays 40 is performed by the game control microcomputer 81.

[0062] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (installed adjacent to the pachinko game machine 1 and enabling ball lending based on information stored in an inserted prepaid card (game value storage medium) or the like), and is also connected to a launching device 112 via a launching control board 111 (also called a "launching control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1).

[0063] The payout control board 110 is equipped with a payout control one-chip microcomputer 116 (also called a "payout control microcomputer") that controls the payout of game balls from the pachinko game machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores a program for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the program stored in the ROM. The payout control microcomputer 116 drives a payout motor 121 of a payout device 120 to pay out prize balls or pay out loan balls based on a signal from the game control microcomputer 81 or a signal from a card unit 135 connected to the pachinko game machine 1 via an input / output circuit 117. The paid out game balls are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch switch 114 detects the player's contact with the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60. Then, the launching motor 113 is driven and controlled so that game balls are launched with a strength according to the magnitude of the detection signal of the launching volume 115. In this embodiment, the number of game balls that can be continuously launched by the launching device 112 by driving the launching motor 113 is about 100 per minute.

[0064] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[0065] As shown in FIG. 5, the sub-control board 90 is equipped with a one-chip microcomputer 91 for controlling the effects of the pachinko game machine 1 according to a program. The microcomputer 91 for controlling the effects includes a ROM that stores programs for controlling the effects as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The microcomputer 91 for controlling the effects transmits and receives data to and from other boards via an input / output circuit 95. The input / output circuit 95 may be built into the microcomputer 91 for controlling the effects. The ROM may be external. At a predetermined address in the RAM (RAM for controlling the effects) of the sub-control board 90 (microcomputer 91 for controlling the effects), a memory area is reserved for use in various flags and various counting counters.

[0066] An image control board 100, a sound control board 106, and a lamp control board 107 are connected to the sub-control board 90. The sub-control board 90 (sub-controller), the image control board 100 (image controller), the sound control board 106 (sound controller), and the lamp control board 107 (lamp controller) function as a presentation control means (presentation execution means) that controls various presentations such as display presentations, sound presentations, and lamp presentations (light presentations) to be executed by corresponding presentation devices, members, etc. (presentation means) according to the game situation.

[0067] Based on a command received from the main control board 80, the performance control microcomputer 91 of the sub-control board 90 causes the CPU of the image control one-chip microcomputer 101 ("image control microcomputer") of the image control board 100 to control the display of the image display device 7, the performance display device 102, the performance first special pattern reserved display device 103a, and the performance second reserved display device 103b. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns, reserved patterns, etc.) and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the performance control microcomputer 91. Then, it executes display control based on the read image data.

[0068] The performance display 102 is made up of two LEDs, and performs a variable display and a stop display in accordance with the variable display and stop display of the performance pattern 8, and displays the stop display in a display mode that indicates the display result of the performance pattern 8 (the result of the special pattern hit / miss judgment) by turning on / off the two LEDs or by combining colors. In addition, the performance first special pattern hold display 103a and the performance second special pattern hold display 103b are also made up of two LEDs. And, by turning on / off the two LEDs or by combining colors, the performance first special pattern hold display 103a is displayed and controlled in a display mode that indicates the same number of reserved items as the number of reserved items displayed in the first performance hold display area 9c and the number of reserved items displayed in the first special pattern hold display 43a. In addition, the performance second special pattern hold display 103b is displayed and controlled in a display mode that indicates the same number of reserved items as the number of reserved items displayed in the second performance hold display area 9d and the number of reserved items displayed in the second special pattern hold display 43b. This is because it is possible that the performance pattern, the first performance pending display section, or the second performance pending display section may become partially or entirely invisible when the character pattern is displayed on almost the entire display screen 7a (performance pattern display section) or when the movable decorative member 14 is operated to cover the performance pattern display area 7b (performance pattern display section) of the display screen 7a, and therefore such a display device is provided. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0069] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be implemented in the voice control board 106, and in this case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 106, and the sound data may be stored in the ROM. Furthermore, the speaker 67 may be connected to the image control board 100, and the image control microcomputer 101 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the ROM of the image control board 100.

[0070] Furthermore, based on commands received from the main control board 80, the performance control microcomputer 91 determines light pattern data (data that determines the on / off status, light color, etc., also known as lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in the ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0071] In addition, the performance control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. As described above, the movable decorative member 14 is a so-called movable gimmick provided on the center decorative body 10 (behind the decorative member 13). The performance control microcomputer 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operation mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. Note that a CPU may be implemented in the lamp control board 107, and in this case, the CPU may be made to execute the lighting control of the lamp and the operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented in the lamp control board 107, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.

[0072] In addition, the sub-control board 90 is connected to a first effect button detection switch 63c and a second effect button detection switch 63d that detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). Therefore, when the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. The first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as the "effect button detection switch."

[0073] Next, the control (judgment means) related to the hit / miss judgment in the pachinko game machine 1 of this embodiment will be described. The results of the special symbol hit / miss judgment are "big hit", "small hit", and "miss". When the result of the special symbol hit / miss judgment is "big hit", a "big hit symbol" is displayed on the special symbol display section 41, when it is "small hit", a "small hit symbol" is displayed on the special symbol display section 41, and when it is "miss", a "miss symbol" is displayed on the special symbol display section 41. When it is judged to be a big hit or a small hit, a "special game" is executed to open the first big winning hole 30 or the second big winning hole 35 in an opening pattern according to the type of the special symbol that is stopped and displayed. The special game executed when a big hit is obtained is called a "big hit game", and the special game executed when a small hit is obtained is called a "small hit game".

[0074] There are several types of winnings. As shown in FIG. 6, the types of winnings are "15R (round) 1st winning", "15R 2nd winning", "15R 3rd winning", "2R 4th winning", "15R 5th winning", and "15R 6th winning". "15R 1st winning" and "15R 5th winning" are winnings in which the number of times (number of rounds) the big prize winning hole (the first big prize winning hole 30 or the second big prize winning hole 35) is opened 15 times, and in the first and second rounds, the second big prize winning hole 35 is opened in a manner that makes it possible (easy) for the game ball to pass (V pass) to the specific area 39. The rounds that aim to pass the game ball to the specific area 39 are also called "V rounds" or "chance rounds".

[0075] The "15R 2nd jackpot", "15R 3rd jackpot" and "15R 6th jackpot" are jackpots in which the large prize opening (first large prize opening 30 or second large prize opening 35) is opened 15 times (number of rounds), but the opening time of the first and second rounds, which are the V rounds mentioned above, is extremely short (opening and closing for an instant), making it difficult (or even impossible) for the game ball to pass through to the specific area 39. In other words, these jackpots can be said to be jackpots in which the second large prize opening 35 is not opened in a manner that allows (easy) the game ball to pass through to the specific area 39.

[0076] The "2R 4th jackpot" is a jackpot in which the number of times (number of rounds) the large prize opening (first large prize opening 30 or second large prize opening 35) is opened is two, and the second large prize opening 35 is opened in such a manner that the game ball can pass through to the specific area 39 in the first and second rounds, which are V rounds. However, since the opening time of the second large prize opening 35 is 1.8 seconds even if the first and second rounds are combined, the possibility of the game ball passing through to the specific area is lower than in the 15R 1st jackpot.

[0077] In the pachinko game machine 1 of this embodiment, the game state after the end of the jackpot game is shifted to a high probability state, which will be described later, based on the passage of the game ball into the specific area 39 during the jackpot game. Therefore, when the result of the special symbol hit / miss judgment is a 15R 1st jackpot or a 15R 5th jackpot, the first and second V rounds are executed in a state in which the probability of the game ball passing through the specific area 39 is extremely high, so that the game state after the jackpot game can be shifted to a high probability state by passing the game ball through the specific area 39 during the execution of the jackpot game. In addition, if the result of the special pattern hit / miss judgment is a 2R 4th jackpot, the first and second V rounds will be executed in a manner in which there is a possibility of the game ball passing through the specific area 39, although not as likely as a 15R 1st or 15R 5th jackpot. Therefore, if the game ball can be made to pass through the specific area 39 during the execution of the jackpot game, the game state after the jackpot game can be transitioned to a high probability state.

[0078] On the other hand, if the result of the special pattern judgment is a 15R second jackpot, a 15R third jackpot, or a 15R sixth jackpot, since the opening time of the V rounds in the first and second rounds is 0.1 seconds each, it is extremely difficult to get the game ball to enter the second large prize opening, and therefore the possibility of the game ball passing through the specific area 39 during the jackpot game is extremely low (effectively impossible), and the game state after the jackpot game is highly likely to be the normal state (low probability state) described below (it can be said that it becomes a low probability state).

[0079] On the other hand, the small win (first small win, second small win) is a win that opens the large prize opening (second large prize opening 35) in the same opening pattern as the 2R 4th big win. That is, in the small win, the second large prize opening 35 is opened in a manner that allows the game ball to pass through to the specific area 39. However, even if the game ball passes through the specific area 39 during the execution of the small win game, the game state after the execution of the small win game does not change from before the execution of the small win game. Therefore, if the game state before the execution of the small win game is a normal state (low probability state), the game state after the execution of the small win game will also be a normal state. And from the player's point of view, the above 2R 4th big win and the small win cannot be distinguished from each other by looking at the opening pattern of the large prize opening (second large prize opening 35). That is, it is difficult for the player to recognize whether the result of the special symbol hit / miss judgment is "2R 4th big hit" or "small hit". Therefore, even if the game ball passes through the specific area 39 during the special game (big hit game) as the 2R 4th big hit, it is difficult to recognize whether the game state thereafter has shifted to a high probability state. Also, even if the game ball passes through the specific area 39 during the special game (small hit game) as a small hit, it is difficult to recognize whether the game state thereafter remains in the normal state or has shifted to a high probability state. As a result, in the case of a small hit or a 2R 4th big hit, the player can proceed with the game with a sense of expectation that it may be in a high probability state, and the interest in the game can be increased. In addition, in the case of a small hit, the number of times the big prize winning port is opened is not called the number of rounds, but simply the number of openings.

[0080] The opening pattern of the big prize opening when each big prize and small prize is won in the pachinko game machine 1 of this embodiment is as shown in Fig. 6. That is, in the case of the 15R first big prize (when the 15R first big prize symbol is stopped and displayed on the first special symbol display 41a) and the 15R fifth big prize (when the 15R fifth big prize symbol is stopped and displayed on the second special symbol display 41b), the second big prize opening 35 is opened for a maximum of 28 seconds in 1R to 2R, and the first big prize opening 30 is opened for a maximum of 28 seconds in 3R to 15R. In this case, since the opening time of the second big prize opening 35 in the 1st and 2nd R is 28 seconds each, the possibility that the game ball will pass through the specific area 39 during that round (V round) is extremely high.

[0081] In addition, in the case of the 15R 2nd jackpot (when the 15R 2nd jackpot symbol is displayed on the first special symbol display 41a), the 15R 3rd jackpot (when the 15R 3rd jackpot symbol is displayed on the first special symbol display 41a), and the 15R 6th jackpot (when the 15R 6th jackpot symbol is displayed on the second special symbol display 41b), the second jackpot opening 35 is opened for a maximum of 0.1 seconds in 1R to 2R, and the first jackpot opening 30 is opened for a maximum of 28 seconds in 3R to 15R. In this case, the opening time of the second jackpot opening 35 in the 1st and 2nd R is a very short time of a maximum of 0.1 seconds each (opening and closing for a moment), so that it is almost impossible for the game ball to pass through the specific area 39 during that round (during the V round).

[0082] Thus, in this embodiment, the opening patterns for the 15R 2nd, 3rd, and 6th jackpots are different from the opening patterns for the 15R 1st and 5th jackpots in the 1st and 2nd rounds (V rounds). In the 15R 1st and 5th jackpots, the second large prize winning hole 35 is opened for 28 seconds in the 1st and 2nd rounds, so that in the V round, unless ball clogging or a problem with the game ball launching system occurs, the game ball will almost certainly enter the second large prize winning hole 35 and pass through the specific area 39 with a high probability. In contrast, in the 15R 2nd, 3rd, and 6th jackpots, the second large prize winning hole 35 is opened for only 0.1 seconds in the 1st and 2nd rounds. Therefore, it is very difficult for the game ball to enter the second large prize winning hole 35. Therefore, the possibility of the game ball passing through the specific area 39 during the jackpot game for the second, third, and sixth jackpots of 15R is significantly lower than that for the first and fifth jackpots of 15R, and it can be said that it is essentially impossible for the game ball to pass through.

[0083] In addition, a jackpot in which a V round is executed in a manner in which the possibility of the game ball passing through the specific area 39 (V passing possibility) is extremely high is also called a "V passing scheduled jackpot," and a jackpot in which a V round is executed in a manner in which the possibility of the V passing through is extremely low is also called a "V non-passing scheduled jackpot."

[0084] Also, as shown in FIG. 6, in the case of a 2R 4th jackpot (when the 2R 4th jackpot symbol is stopped and displayed on the first special symbol display 41a), the second large prize winning hole 35 is opened for a maximum of 0.9 seconds from 1R to 2R. In this case, the total opening time of the second large prize winning hole 35 in the 1st and 2nd rounds is a maximum of 1.8 seconds, so that it is possible to make a game ball enter the second large prize winning hole 35 during that round and pass through the specific area 39. In the pachinko game machine 1 of this embodiment, one game ball is shot out in about 0.6 seconds, so if the opening time of the second large prize winning hole 35 is 1.8 seconds, it is fully possible to make a game ball enter the second large prize winning hole 35 and aim for the game ball to pass through the specific area 39. However, the 2R 4th jackpot has a short total opening time of the 2nd main prize slot of 1.8 seconds, so you cannot expect as many prize balls (gaming profits) as you can with the other 15R jackpots. In other words, it is a jackpot where you can hardly get any prize balls compared to other jackpots.

[0085] In addition, in the case of the first small win (when the first small win pattern is stopped and displayed on the first special pattern display 41a) and in the case of the second small win (when the second small win pattern is stopped and displayed on the second special pattern display 41b), the second large prize winning hole 35 is opened twice for a maximum of 0.9 seconds. That is, the large prize winning hole is opened in the same opening pattern as the 2R 4th big win. Even in this small win, since the opening time of the second large prize winning hole 35 is a total of 1.8 seconds, it is possible to make the game ball enter the second large prize winning hole 35 and pass through the specific area 39. However, as mentioned above, even if there is a passage to the specific area 39 in the small win game, there is no change in the game state before and after the small win game. In addition, since the total opening time of the large prize winning hole is short at 1.8 seconds in the small win game, it is not possible to expect many prize balls as in the 2R 4th big win. In other words, a small win offers almost no benefits to the player in terms of either the transition of the game state or the award of balls (only the award of balls that land in the jackpot).

[0086] In this embodiment, the opening patterns of the second large winning hole 35 may include a first opening pattern in which the game ball can pass through the specific area 39 (15R first big win, 15R fifth big win), a second opening pattern in which the game ball has difficulty passing through the specific area 39 (15R second big win, 15R third big win, 15R sixth big win), and a third opening pattern in which the game ball can pass through the specific area but has a lower probability of passing through than the first opening pattern (2R fourth big win). In addition, as an opening pattern for a small win, a fourth opening pattern in which the game ball can pass through the specific area 39 but does not give a special benefit (does not generate a high probability state) even if it does pass through may be included. This fourth opening pattern may be an opening pattern in which the game ball cannot pass through the specific area 39 as another embodiment.

[0087] In addition, the distribution probability for each jackpot in the hit / miss judgment of the first special pattern (special pattern 1) is 40% for the 15R 1st jackpot, 20% for the 15R 2nd jackpot, 30% for the 15R 3rd jackpot, and 10% for the 2R 4th jackpot (see the column of random numbers for determining the jackpot type in Figure 6). In contrast, the distribution probability for the 2nd special pattern (special pattern 2) in the hit / miss judgment is 80% for the 15R 5th jackpot, and 20% for the 15R 6th jackpot (see the column of random numbers for determining the jackpot type in Figure 6). This distribution probability can be said to represent the possibility that the game ball will pass through the specific area 39 during the jackpot game, that is, the probability of a high probability state, and can also be said to represent the probability of a high base state in which the opening extension function described later is activated.

[0088] In other words, the probability of a high probability state is at least 40% if a jackpot is determined based on the ball entering the first starting hole 20 (first special symbol hit / miss judgment), and the probability is 50% if the game ball passes through the specific area 39 during the jackpot game related to the 2R 4th jackpot is included. On the other hand, if a jackpot is determined based on the ball entering the second starting hole 21 (second special symbol hit / miss judgment), the probability is 80%.

[0089] In addition, the probability of a high base state is 60% if the first special symbol hit is a jackpot in a game state (low base state) where the extension function is not activated, and the probability is 70% if the 2R 4th jackpot is included when the first special symbol hit is a jackpot in a high base state. On the other hand, the probability is 100% if the second special symbol hit is a jackpot. And if the second special symbol hit is a jackpot, the 2R jackpot that can occur when the first special symbol hit is a jackpot will not occur, and it will always be a 15R jackpot.

[0090] In this way, in the pachinko game machine 1 of this embodiment, the probability of a high probability state, the probability of a high base state, and the possibility of winning 15R's worth of prize balls are higher when a game ball enters the second start hole 21 and a jackpot is reached in the second special symbol hit judgment (second special symbol hit lottery) than when a game ball enters the first start hole 20 and a jackpot is reached in the first special symbol hit judgment (first special symbol hit lottery). In other words, the game is set so that the player is more likely to be advantageous when a jackpot is reached in the second special symbol hit judgment than when a jackpot is reached in the first special symbol hit judgment, and the second special symbol is more likely to be advantageous to the player than the first special symbol. For this reason, the player plays the game in hopes of a ball entering the second start hole 21. This is particularly noticeable during operation of the open extension function (high base state) where the frequency of balls entering the second starting hole 21 increases. Note that the above-mentioned distribution probability is an example, and can be set arbitrarily in consideration of gameplay, specifications, etc.

[0091] In addition, in this embodiment, since the second special symbol is superior to the first special symbol, when both the first special symbol variable display and the second special symbol variable display are executable, that is, when the first special symbol reservation and the second special symbol reservation are both "1" or more, the second special symbol variable display (consumption of the second special symbol reservation) is prioritized over the first special symbol variable display (consumption of the first special symbol reservation). As a result, in a high base state in which the frequency of balls entering the second starting hole 21 increases, the frequency of the second special symbol variable display increases, so it can be said that it is a state in which the player can advantageously proceed with the game. Nevertheless, for the player, the display of the first special pattern changes in a high base state will ruin the game in an advantageous state (high base state), and the display of the first special pattern changes may be less favorable than the display of the second special pattern changes, so it can be said that the display of the first special pattern changes in a high base state is not desirable for the player.

[0092] Here, as the mode of the stop display of the special symbols, the jackpot symbol is also called the "specific display result", the small jackpot symbol is also called the "predetermined display result", and the miss symbol is also called the "predetermined mode" or "non-specific display result". In addition, the jackpot symbol that does not trigger the setting of the high base state (15R third jackpot symbol, 2R fourth jackpot symbol in the low base state) is also called the "first specific display result", and the jackpot symbol that triggers the setting of the high base state (15R first, second, fifth, and sixth jackpot symbols, 2R fourth jackpot symbol in the high base state) is also called the "second specific display result". In addition, as the game state when the special symbols are displayed variably, the game state in which the opening extension function does not operate (low base state) is also called the "first game state", and the game state in which the opening extension function operates (high base state) is also called the "second game state".

[0093] In this pachinko game machine 1, the judgment of whether it is a big win, a small win, or a miss is made based on the "special symbol hit / miss judgment random number (also called "hit / miss judgment information")", and the judgment of the type of the big win in the case of a big win is made based on the "jackpot type determination random number (also called "symbol determination random number" or "symbol determination information")". As shown in FIG. 7(A), the special symbol hit / miss judgment random number takes a value in the range of "0 to 629", and the big win type determination random number takes a value in the range of "0 to 99". In addition, the random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include the special symbol hit / miss judgment random number and the big win type determination random number as well as the "variation pattern random number (also called "variation pattern information")". The variation pattern random number is a random number for determining the variation pattern including the variation time, and takes a value in the range of "0 to 198". 7B is a random number for determining whether or not a normal symbol has been drawn, which is obtained based on the passage of the gate 28. The random number for determining whether or not a normal symbol has been drawn is a random number for determining whether or not a supplementary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and takes a value in the range of "0 to 240."

[0094] Next, the game state of the pachinko game machine 1 of this embodiment will be described. The pachinko game machine 1 has a plurality of game states by combinations of the probability fluctuation function for special symbols, the probability fluctuation function for normal symbols, the fluctuation time shortening function, and the opening extension function, which are in the operating or non-operating state. The state in which the probability fluctuation function is operating for special symbols (first special symbol and second special symbol) is called the "high probability state", and the state in which it is not operating is called the "normal state (also called the "low probability state"). In the high probability state, the probability of being determined as a jackpot in the special symbol hit / miss judgment is higher than in the normal state. That is, in the normal state, the hit / miss judgment is performed using the hit judgment table for the normal state, and in the high probability state, the hit / miss judgment is performed using the hit judgment table for the high probability state in which the value of the special symbol hit / miss judgment random number determined as a jackpot is higher than in the normal state (see FIG. 8(A)). In other words, when the probability variation function of the special symbol is activated, the probability that the display result of the variable display of the special symbol will be a jackpot (the stopped symbol will be a jackpot symbol) becomes higher than when the function is not activated.

[0095] In addition, the state in which the time-saving function is activated for the special symbols (first special symbol and second special symbol) is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state." In the time-saving state, the average value of the special symbol's time of fluctuation (the time from the start of the fluctuation display to the final display) is shorter than the average value of the special symbol's time of fluctuation in the non-time-saving state. In other words, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is determined so that a fluctuation pattern with a short fluctuation time is selected more often than in the non-time-saving state (see FIG. 9). As a result, in the time-saving state, the pace of consumption of the special symbol reservation is faster, and effective ball entry into the starting hole (ball entry that can be stored as a special symbol reservation) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0096] The probability fluctuation function and the fluctuation time shortening function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time shortening function for the normal symbols are designed to operate in synchronization with the fluctuation time shortening function for the special symbols. That is, the probability fluctuation function and the fluctuation time shortening function for the normal symbols operate in the time shortening state of the special symbols, and do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of winning in the normal symbol hit / miss judgment is higher than in the non-time shortening state. That is, the normal symbol hit / miss judgment (normal symbol judgment) is performed using a normal symbol hit judgment table in which the value of the normal symbol random number (hit random number) that is judged to be a hit is greater than the normal symbol hit judgment table used in the non-time shortening state (see FIG. 8(C)). In other words, when the probability fluctuation function for the normal symbols operates, the probability that the display result of the normal symbol's variable display will be a hit (the stopped symbol will be a normal hit symbol) is higher than when it is not operating.

[0097] Also, in the time-saving state, the normal symbol variation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol variation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second start hole 21) is activated, and the opening time of the second start hole 21 in the auxiliary game is longer than in the non-time-saving state. In addition, in the time-saving state, the opening number increase function of the variable winning device 22 is activated, and the opening number of the second start hole 21 in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal pattern hit / miss judgment in the non-time-saving state is a hit, the movable member 23 of the variable winning device 22 (second starting hole 21) performs one opening action of 0.2 seconds, and when the result of the normal pattern hit / miss judgment in the time-saving state is a hit, the movable member 23 of the variable winning device 22 (second starting hole 21) performs three opening actions of 2.0 seconds.

[0098] When the probability variation function and variation time shortening function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22 are operating, the second start hole 21 opens more frequently and the frequency of game balls entering the second start hole 21 increases (also called a "high frequency state") compared to when these functions are not operating. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these functions are operating is also called a "high base state," and the state in which they are not operating is also called a "low base state." In a high base state, you can aim for a jackpot without significantly reducing the game balls you have (your balls).

[0099] The high base state (high frequency state) does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the probability fluctuation function and fluctuation time reduction function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 makes the second starting hole 21 more likely to open (higher ball entry frequency) than when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbols. The function that generates such a high base state can also be called the "high base generation function."

[0100] In the pachinko game machine 1 of this embodiment, if the first and fifth jackpots of 15R are hit, the game state after the jackpot game ends will be a high probability state of the special symbol, a time-saving state of the special symbol, and a high base state if the game ball passes through the specific area 39 during the jackpot game (see FIG. 6). This game state is particularly called a "high probability high base state." The high probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot is hit and the jackpot game is executed.

[0101] In addition, in the case of the 15R 2nd and 6th jackpots, the game state after the jackpot game ends is the normal state of the special symbol because it is extremely difficult for the game ball to pass through the specific area 39 during the jackpot game, and in addition, it becomes the time-saving state of the special symbol and the high base state (see FIG. 6). This game state is particularly called the "low probability high base state." The low probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot is won and a special game (jackpot game) related to the jackpot is executed before the variable display of the special symbol is executed a predetermined number of times (100 times in this example). Although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R 2nd and 6th jackpots, the game state after the jackpot game ends becomes the "high probability high base state." Also, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during the jackpot game related to the first and fifth jackpots of 15R, the game state after the end of that jackpot game will be a "low probability high base state."

[0102] In addition, in the case of a 15R third jackpot, the game state after the end of the jackpot game will be the normal state of the special pattern, since the possibility of the game ball passing through the specific area 39 during the jackpot game is extremely low, and in addition, the game state will be the non-time-saving state of the special pattern and the low base state (see Figure 6). This game state is particularly called the "low probability low base state." The low probability low base state is the basic game state in this pachinko game machine 1, that is, the initial game state. Note that, although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R third jackpot, the game state after the end of the jackpot game will be the "high probability low base state" described below.

[0103] In addition, in the low probability low base state, if the game ball passes through the specific area 39 during the jackpot game, the game state after the jackpot game ends will be a high probability state of the special symbol, a non-time-saving state of the special symbol, and a low base state (see FIG. 6). This game state is specifically called a "high probability low base state." The high probability low base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot is hit and the jackpot game is executed.

[0104] This high-probability, low-base state is a state in which the high-probability state is latent, i.e., it is a state in which it is difficult for the player to recognize that it is a high-probability state. In other words, the high-probability, low-base state is what is known as a "latent high-probability state (also called a "probability non-announcement state"). In contrast, the above-mentioned high-probability, high-base state is a state in which it is clear to the player that it is a high-probability state. In other words, the high-probability, high-base state is a so-called "high-probability game state."

[0105] In addition, in the high base state, if the game ball passes through the specific area 39 during the jackpot game, the game state after the jackpot game ends in the case of the 2R 4th jackpot is a "high probability high base state" (see FIG. 6). In other words, the time-saving function of the special pattern and the base state are the same as the state before the jackpot game is executed.

[0106] In a high base state such as a high probability high base state or a low probability high base state, it is more advantageous to advance the game by hitting the ball to the right game area 3B. In a high base state, the second start hole 21 is more easily opened than in a low base state, and it is easier to enter the ball into the second start hole 21 than into the first start hole 20. Therefore, in a high base state, by hitting the ball to the right to enter the game ball into the second start hole 21 while passing the game ball through the gate 28, which is the trigger for determining whether the normal symbol is a hit or not, a larger number of start balls (opportunities for determining whether the special symbol is a hit or not) can be obtained than by hitting the ball to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, and notifies the player that the ball should be launched into the right game area.

[0107] On the other hand, in a low base state such as a high-probability low base state or a low-probability low base state, it is more advantageous to advance the game by hitting the game ball to the left game area 3A by hitting it from the left. In a low base state, the second start hole 21 is less likely to open than in a high base state, and it is easier to hit the ball into the first start hole 20 than into the second start hole 21. Therefore, in a low base state, hitting the game ball from the left to make the game ball enter the first start hole 20 can provide more start balls (opportunities to determine whether or not the special symbol has been hit) than hitting the game ball from the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner to notify the player that the game ball should be launched into the left game area.

[0108] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz", and indicates the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can notify that the ball should be launched to the left game area by displaying "y□z□" (e.g., □: off, ■: on) with both LEDs off. Also, in a high base state, it can notify that the ball should be launched to the right game area by displaying "y■z■" (e.g., □: off, ■: on).

[0109] In this embodiment, the launch instruction notification instructing whether the game ball should be launched toward the left game area 3A or the right game area 3B is performed not only by the display mode of the LED on the launch direction indicator 47 but also by displaying the launch instruction image (left hit instruction image 70, right hit instruction image 71) on the image display device 7 (display screen 7a). Generally, it can be said that the image display device 7 (display screen 7a) is easier for the player to see and grasp (understand) the display contents than the launch direction indicator 47. Therefore, the player generally looks at the launch instruction image displayed on the image display device 7 (display screen 7a) to understand whether he should "shoot left" or "shoot right", that is, whether the current game state is a "left hit game state" in which the game ball is hit left or a "right hit game state" in which the game ball is hit right.

[0110] In this embodiment, as described above, since "right hitting" is performed when the game state is in a special game state (jackpot game state) or a high base state (high probability high base state, low probability low base state), the "right hitting game state" refers to the special game state or the high base state. This "right hitting game state" is also called the "predetermined game state", the "special game state" is also called the "first predetermined game state", and the "high base state" is also called the "second predetermined game state".

[0111] As described above, in the pachinko game machine 1 of this embodiment, if the low-probability, low base state in which no small hit game or big hit game is being played is used as a reference, this low-probability, low base state can be regarded as the "normal game state" or "normal state", and the game in which the special pattern is displayed in a variable manner in this state can be regarded as "normal game".

[0112] And, the jackpot game is a game that can be executed by varying the display of the special pattern and stopping the display of the jackpot pattern, and since it is an advantageous game for the player in which a large number of prize balls can be obtained by the game ball entering the large prize opening (first large prize opening 32, second large prize opening 35), the jackpot game can be regarded as a "special game," and the game state in which the jackpot game is played can be regarded as a "special game state."

[0113] In addition, although the small win game is not as advantageous as the big win game, it is possible to obtain prize balls by having game balls enter the big prize openings (first big prize opening 32, second big prize opening 35), so it can be said that the small win game is more advantageous to the player than the normal game. Therefore, the small win game can also be regarded as a "special game", and the game state in which the small win game is performed can also be regarded as a "special game state". In addition, in order to distinguish between the special game as a big win game and the special game as a small win game, the special game as a small win game can also be regarded as a "small profit special game".

[0114] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described with reference to Figs. 10 to 38. The counter, flag, status, buffer, etc., which appear in the operation description of the game control microcomputer 81, are provided in the RAM of the main control board 80. When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads out the program of the main control main processing shown in Fig. 10 from the ROM of the main control board 80 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, SIO, PIO, CTC (interrupt time controller), various flags, statuses, and counters are reset, etc. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initial settings (S101) are performed only once after the power supply is turned on, and are not performed thereafter.

[0115] Following the initial setting (S101), interrupts are prohibited (S102), and a normal / special symbol main random number update process (S103) is executed. In this normal / special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values ​​are stored sequentially in a predetermined update value storage area (not shown) in the RAM of the main control board 80.

[0116] When the normal and special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80 at, for example, a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) is not started immediately, but is started after the interrupt is permitted (S104).

[0117] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The commands and the like output here include information on the game state, the result of the special symbol hit / miss judgment, the symbol as the type of big hit, the variation pattern, and the like. The command is, for example, made up of 2 bytes of information. The upper byte is information on the type of command, and the lower byte is information on the content of the command.

[0118] In the input process (S202) that follows the output process (S201), the detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, general prize hole sensor 27a, etc. (see FIG. 5)) attached to the pachinko game machine 1 are read and stored in the output buffer of the RAM as prize ball information. In addition, when the first start hole sensor 20a or the second start hole sensor 21a detects a game ball, a start ball entry command corresponding to each start hole is stored in the output buffer of the RAM by the start ball entry process (S205) described later. In addition, a detection signal from a lower tray full switch that detects the fullness of the lower tray 62 is also taken in and stored in the output buffer of the RAM as lower tray full data.

[0119] The normal and special symbol main random number update process (S203) that is performed next is the same as the normal and special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)).

[0120] Following the normal and special symbols main random number update process (S203), the start hole sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the specific area sensor detection process (S208), the reserved ball number process (S209), and the power cut monitoring process (S210) are executed. In addition, "other processes" necessary for progressing the game are executed, and the interrupt process (S105) is terminated. Then, the main control main process S102 to S104 is repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80, and when the interrupt pulse is input (about 4 msec later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, the command etc. set in the output buffer of the RAM in the previous interrupt process (S105) is output.

[0121] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the game ball has passed through the gate 28, that is, whether the game ball has been detected by the gate sensor 28a (S301). If the game ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the game ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls with normal symbols (the number of reserved normal symbols, specifically, the value of a counter that counts the number of reserved normal symbols provided in the RAM) is less than 4 (S302).

[0122] If the number of reserved balls for normal symbols is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved balls for normal symbols is less than 4 (YES in S302), "1" is added to the number of reserved balls for normal symbols (S303), and a normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not a normal symbol has been selected (label-TRND-H, FIG. 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in an address space in the normal symbol reserved memory section provided in the RAM of the main control board 80 according to the current number of reserved balls for normal symbols.

[0123] In S305, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether or not the number of reserved balls in the special chart 2 (the number of reserved second charts, specifically, the value of a counter that counts the number of reserved second charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S306). If the number of reserved balls in the special chart 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls in the special chart 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls in the special chart 2 (S307).

[0124] Next, a special pattern 2 related random number acquisition process (S308) is performed. In the special pattern 2 related random number acquisition process (S308), the value of the special pattern hit / miss random number counter (label-TRND-A), the value of the big hit type determination random number counter (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value storage area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in FIG. 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in the address space corresponding to the current number of reserved balls for special pattern 2 in the second special pattern reserved storage unit 85b.

[0125] Next, it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether or not the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S310). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. If the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).

[0126] Next, the special pattern 1 related random number acquisition process (S312) is performed. In the special pattern 1 related random number acquisition process (S312), similarly to the special pattern 2 related random number acquisition process (S308), the value of the special pattern hit / miss judgment counter (label-TRND-A), the value of the jackpot type determination random number counter (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in FIG. 7(A) are acquired), and the acquired random number values ​​are stored in the address space corresponding to the current number of reserved balls for special pattern 1 in the first special pattern reserved memory unit.

[0127] [Processing at the start of the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start ball entry process (S205) following the start ball entry sensor detection process (S204). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 in the start ball entry sensor detection process (S204) based on the game ball entering the second start ball. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.

[0128] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) in the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved storage unit is read (S316). Next, the acquired random number value related to the read second special symbol is judged (S317). In S317, the value of the special symbol hit / miss judgment random number counter (special symbol hit / miss judgment random number value) among the acquired random numbers read out is judged as a hit or miss depending on the current game state (low probability state or high probability state), and if the result of the judgment is a hit, the type of hit is further judged. This process of S317 corresponds to a pre-judgment (so-called "reserved pre-read") made prior to the hit / miss judgment (S1303, S1309) in the special symbol 2 hit / miss judgment process (S1202) described later.

[0129] In addition, the pre-determination of whether or not it is a jackpot can be determined based on the jackpot determination table (see FIG. 8(A)), that is, the jackpot determination table for high probability state in the high probability state, and the jackpot determination table for normal state in the normal state (low probability state) to determine whether or not it matches the jackpot determination value. In addition, as another pre-determination mode, as a fluctuation pattern information determination table capable of determining fluctuation pattern information, a fluctuation pattern information determination table for normal state (low probability state) and a fluctuation pattern information determination table for high probability state (high probability state) are provided. In the pre-determination, it is possible to select a predetermined fluctuation pattern information based on the acquired random number value (such as the value of the random number counter for determining whether or not a special pattern is hit) and the fluctuation pattern information determination table according to the game state. Then, from this selected fluctuation pattern information, it is possible to identify whether or not it is a jackpot, the type of jackpot, whether or not a game performance with high jackpot reliability is executed, and the like.

[0130] Next, in S318, game information (pre-judgment information) related to the result of the pre-judgment by S317, specifically, information indicating whether the random number value for the special pattern hit / miss judgment matches the jackpot judgment value (hit / miss information), information indicating the value of the random number counter for determining the jackpot type (random number value for determining the jackpot type), information indicating the value of the variable pattern random number counter (variation pattern random number value), etc. are generated as a special chart 2 start ball entry command, and the command is set in the output buffer of the RAM (S318). Note that, as the special chart 2 start ball entry command, a part or all of the value of the special chart 2 acquisition random number read in S316 may be sent directly to the sub-control board, or the value of the special chart 2 acquisition random number may not be sent directly, and game information acquired based on the value of the special chart 2 acquisition random number (for example, the above-mentioned variable pattern information, etc.) may be sent.

[0131] In addition, by analyzing the special chart 2 start ball entry command transmitted from the main control unit 80 by the sub-control unit 90, the sub-control unit 90 can identify whether the information is related to a jackpot, what the jackpot type is, what the variation pattern is, etc. In addition, in this embodiment, by analyzing the special chart 2 start ball entry command, it is possible to specify whether the acquired special chart 2 acquisition random number will be a jackpot when judged in a high probability state, and whether it will be a jackpot when judged in a low probability state. As a result, the sub-control unit 90 stores the received special chart 2 start ball entry command as a hold (performance hold information), pre-judges the performance hold information at a specific timing, and determines whether performance hold information that is judged to be a jackpot when judged to be a hit or not in a low probability state is stored.

[0132] Furthermore, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been hit is not sent directly to the sub-control unit among the obtained random number values ​​read out in S316. Instead, command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary judgment, is generated as a special pattern 2 start entry command and this can be set.

[0133] Next, in S319, as in the processing related to the special chart 2 described above, it is determined whether the number of reserved balls in the special chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls in the special chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 1 in S311 in the starting hole sensor detection processing (S204) based on the game ball entering the first starting hole. On the other hand, if it is determined in S319 that the number of reserved balls in the special chart 1 has not increased (NO in S319), the processing ends as it is.

[0134] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), the process ends. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination process from S321 onwards.

[0135] The processing of S321 to S323 is the same as the processing of S316 to S318 described above for the special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special chart reservation memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322). Then, command data including game information related to this preliminary judgment is generated as a special chart 1 start ball entry command, and the command is set in the output buffer of the RAM (S323). Note that the preliminary judgment (reserved pre-read) of S322 is made prior to the hit / miss judgment (S1603, S1609) in the special chart 1 hit / miss judgment processing (S1207) described later.

[0136] Here, in the high base state, the opening extension function is activated, which increases the frequency of balls entering the second starting hole 21, making it easier to make a hit / miss judgment of special chart 2 (see FIG. 8(B)). In addition, in this embodiment, as described below, the consumption of special chart 2 reservation (display of the change in the second special pattern) is executed in priority to the consumption of special chart 1 reservation (display of the change in the first special pattern). For this reason, in this embodiment, the advance judgment regarding special chart 1 reservation (special chart 1 advance judgment) is performed in the low base state, where the change in the first special pattern is mainly displayed, and the advance judgment regarding special chart 2 reservation (special chart 2 advance judgment) is performed regardless of whether the state is a low base state or a high base state. Furthermore, in the pachinko game machine 1 of this embodiment, as described below, the machine is controlled to a low-probability, low-base state during a jackpot game, but even if a game ball enters the first starting hole 20 during a jackpot game and the number of reserved balls in the special chart 1 increases by "1", the processing of S321 to S323 (special chart 1 advance judgment processing) is not performed.

[0137] [General Action Processing] After the start ball entry game process (S206), the game control microcomputer 81 performs the normal symbol operation process (S207) shown in Fig. 14. In the normal symbol operation process (S207), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a "normal symbol operation status 1, 2, 3, 4". If the "normal map operation status" is "1" (YES in S401), normal pattern waiting processing (S402) is performed; if the "normal map operation status" is "2" (NO in S401, YES in S403), normal pattern changing processing (S404) is performed; if the "normal map operation status" is "3" (NO in both S401 and S403, YES in S405), normal pattern determination processing (S406) is performed; if the "normal map operation status" is "4" (NO in all of S401, S403, and S405), normal electric accessory processing (S407) is performed. Note that the normal map operation status is initially set to "1".

[0138] [Normal pattern waiting process] As shown in FIG. 15, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls of the normal symbol is "0" (S501), and if it is "0" (YES in S501), this process is terminated. On the other hand, if it is not "0" (NO in S501), a normal symbol hit / miss determination process described later is performed (S502), and then a normal symbol change pattern selection process (S503) is performed. In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is in the non-time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected. After the normal symbol change pattern selection process (S503) is completed, a normal symbol random number shift process (S504) described later is performed, and then a normal symbol change start process (S505) is performed, and the process is terminated. In the normal pattern variation start process, the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2." In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 of the start of the normal pattern variation.

[0139] [Normal pattern match determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value of the normal symbol hit / miss judgment random number counter (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is judged whether the time-saving flag is ON (i.e., whether the game state is in the time-saving state or not) (S602). If it is judged in S602 that the time-saving flag is ON, that is, that the game state is in the time-saving state (YES in S602), it is judged whether or not there is a hit by the high probability normal symbol hit / miss judgment based on the table for the time-saving state (hit judgment value is "0" to "239") of the normal symbol hit judgment table shown in FIG. 8 (C) (S604), and the process proceeds to S605. That is, it is judged whether or not the value of the normal symbol hit / miss judgment random number counter (label-TRND-H) read out matches any of the hit judgment values. On the other hand, if it is determined in S602 that the time-saving flag is not ON, that is, that the game is not in the time-saving state (NO in S602), a low-probability normal symbol hit / miss judgment based on the table for the non-time-saving state (hit judgment values ​​are "0" and "1") in the normal symbol hit judgment table shown in Fig. 8(C) is used to judge whether or not the game is a hit (S603), and the process proceeds to S605. Then, in S605, it is determined whether or not the result of the normal symbol hit / miss judgment (S603, S604) is a hit (normal symbol hit) (S605), and if it is judged to be a miss (NO in S605), a miss normal symbol (normal symbol miss symbol) to be displayed as a stop symbol is determined (S606), and the process ends. On the other hand, if it is determined in S605 that there is a win (a normal winning symbol) (YES in S605), the winning normal symbol (a normal winning symbol) to be displayed is determined (S607), the normal winning symbol flag is turned ON (S608), and the processing ends.

[0140] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal pattern random number shift process (S504), first, the number of reserved balls for normal patterns is decremented by 1 (S701). Next, the storage location of each reserved normal pattern in the reserved normal pattern memory unit is shifted one position from the current position to the side to be read (S702). Then, the address space which is the storage location of the highest reserved memory in the reserved normal pattern memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth reserved normal pattern is cleared to 0 (S703), and the process is completed. In this way, the reserved normal patterns are consumed in the order of reservation.

[0141] [Normal pattern change processing] As shown in FIG. 18, in the normal pattern variation process (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), the process is terminated. On the other hand, if it has elapsed (YES in S801), a normal pattern variation stop command is set (S802) and the normal pattern operation status is set to "3" (S803). Then, other processes such as stopping the normal pattern variation display at the display result (winning normal pattern or losing normal pattern) according to the result of the random number for determining whether the normal pattern is a hit or miss are performed (S804), and this process is terminated.

[0142] [Normal pattern confirmation process] As shown in FIG. 19, in the normal pattern determination process (S406), first, it is determined whether or not the normal pattern winning flag is ON (S901). If the normal pattern winning flag is not ON (NO in S901), the normal pattern operation status is set to "1" (S905), and this process is terminated. On the other hand, if the normal pattern winning flag is ON (YES in S901), it is then determined whether or not the time-saving flag is ON, that is, whether or not the time-saving state is in progress (S902). Then, if the time-saving state is in progress (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. Therefore, the second starting hole opening counter, which counts the number of times the second starting hole 21 is opened, is set to "3".

[0143] On the other hand, if the game is not in the time-saving state (NO in S902), the opening pattern during the non-time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S906). As described above, the opening pattern during the non-time-saving state is an opening pattern in which a 0.2-second opening is performed once. Therefore, the second starting hole opening counter is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process ends.

[0144] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory process (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has ended in the auxiliary game that was executed as a winning one.

[0145] If the normal hit end flag is not ON (NO in S1001), it is determined whether or not second start port 21 is being opened (S1002). If it is not being opened (NO in S1002), it is determined whether or not the time (timing) to open second start port 21 has arrived (S1003). If not (NO in S1003), the processing ends. If it has arrived (YES in S1003), second start port 21 is opened (S1004), and the processing ends. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e. whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), the processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (S1006).

[0146] Then, following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process is terminated to open the second start hole 21 again. On the other hand, if it is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010) to terminate the process. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0147] On the other hand, if the normal symbol winning end flag is ON in S1001 (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and the process ends. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (FIG. 13). [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory process (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has ended in the auxiliary game that was executed as a winning one.

[0148] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is open (S1002). If it is not open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If it has not arrived (NO in S1003), the process is terminated. If it has arrived, the second start port 21 is opened (S1004), and the process is terminated. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it has not arrived (NO in S1005), the process is terminated. If it has arrived (YES in S1005), the second start port 21 is closed (closed) (S1006).

[0149] Then, following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process is terminated to open the second start hole 21 again. On the other hand, if it is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010) to terminate the process. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0150] On the other hand, if the normal symbol winning end flag is ON in S1001 (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and the process ends. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (FIG. 13).

[0151] [Special diagram action processing] As shown in Fig. 11, the game control microcomputer 81 performs special symbol operation processing (S207) following normal symbol operation processing (S206). As shown in Fig. 21, in the special symbol operation processing (S207), the processing related to the special symbol display device 41 and the big prize device (the first big prize device 31 and the second big prize device 36) is divided into five stages, and "special symbol operation status 1, 2, 3, 4, 5" is assigned to each stage. If the special symbol operation status is "1" (YES in S1101), special symbol waiting processing (S1102) is performed; if the special symbol operation status is "2" (NO in S1101, YES in S1103), special symbol changing processing (S1104) is performed; if the special symbol operation status is "3" (NO in S1101, S1103, YES in S1105), special symbol determination processing (S1106) is performed; if the special symbol operation status is "4" (NO in S1101, S1103, S1105, YES in S1107), special electric device processing 1 for big win play (S1108) is performed; and if the special symbol operation status is "5" (NO in S1101, S1103, S1105, S1107), special electric device processing 2 for small win play (S1109) is performed. Furthermore, the initial setting for the special chart operation status is "1".

[0152] [Special pattern waiting process] As shown in FIG. 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting hole 21 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1201). If the number of reserved balls in the special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value obtained based on the ball entering the second starting hole 21, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained based on the ball entering the first starting hole 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of becoming a standby screen (a demo screen for waiting customers is being executed) (S1211), and if it is in the process (YES in S1211), the process is terminated, and if it is not in the process (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212).

[0153] If the number of reserved balls for special chart 2 is not "0" in S1201 (NO in S1201), that is, if there is one or more memories of random number counter values ​​obtained based on a ball entering the second starting hole 21, the special chart 2 hit / miss determination process (S1202), special chart 2 change pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 change start process (S1205) described below are performed in this order. In addition, when the number of reserved balls for the special chart 2 is "0" but the number of reserved balls for the special chart 1 is not "0" (YES in S1201, NO in S1206), that is, when there is no memory of the random number counter value related to the second starting hole 21 but there is one or more memories of the random number counter value acquired based on the ball entering the first starting hole 20, the special chart 1 hit / miss judgment process (S1207), the special chart 1 variation pattern selection process (S1208), the special chart 1 random number shift process (S1209), and the special chart 1 variation start process (S1210) described later are performed in this order. Thus, in this embodiment, the variation display of the first special pattern based on the first special pattern reservation is performed only when the number of reserved balls for the special chart 2 is "0" (YES in S1201). In other words, the consumption of the second special pattern reservation (the variation display of the second special pattern) is executed in priority to the consumption of the first special pattern reservation (the variation display of the first special pattern). In this embodiment, a win / loss determination based on the second special chart reservation is more likely to result in a jackpot that is more beneficial to the player than a win / loss determination based on the first special chart reservation (see Figure 8(B)).

[0154] [Special diagram 2 correctness judgment processing] As shown in FIG. 23, in the special pattern 2 hit / miss judgment process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether or not the special pattern hit is hit (oldest memory) stored in the lowest area of ​​the special pattern reserved memory section of the RAM (i.e., the RAM area corresponding to the first one of the second special pattern reserved) is read out as a judgment value (S1301). Next, it is judged whether or not the probability variable flag is ON, that is, whether or not it is in a high probability state (S1302). Then, if it is not in a high probability state (NO in S1302), that is, if it is in a normal state, a hit / miss judgment is made based on the hit judgment table for the normal state (the big hit judgment values ​​are "3" and "397") in the hit judgment table (see FIG. 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), a hit / miss judgment is made based on the big hit judgment table for the high probability state in the hit judgment table (see FIG. 8(A)) (S1309). In the jackpot determination table for high probability states, the jackpot determination values ​​are "3," "53," "113," "173," "227," "281," "337," "397," "449," and "503."

[0155] If the result of the hit / miss judgment (S1303, S1309) is judged to be a "jackpot" (YES in S1304), the value of the random number counter for determining the type of jackpot (label-TRND-AS) is read out, the type of jackpot is judged based on the jackpot type judgment table shown in FIG. 8(B) (S1310), the jackpot pattern is determined based on the value of the random number for determining the type of jackpot (S1311), the jackpot flag is turned ON (S1312), and the process ends. In addition, in the case of a hit / miss judgment related to the first special pattern, the type of jackpot is judged using the jackpot type judgment table for the first special pattern, and in the case of a hit / miss judgment related to the second special pattern, the type of jackpot is judged using the jackpot type judgment table for the second special pattern. If the first special pattern (Special Pattern 1) is judged to be a jackpot, it will be determined to be either a 15R 1st jackpot, a 15R 2nd jackpot, a 15R 3rd jackpot, or a 2R 4th jackpot, and if the second special pattern (Special Pattern 2) is judged to be a jackpot, it will be determined to be a 15R 5th jackpot or a 15R 6th jackpot (see Figure 8 (B)).

[0156] In response to this, in this embodiment, as the jackpot flag, a long jackpot flag is set to ON when the jackpot type is 15R 1st jackpot, 15R 2nd jackpot, 15R 3rd jackpot, 15R 5th jackpot, or 15R 6th jackpot, and a short jackpot flag is set to ON when the jackpot type is 2R 4th jackpot. Then, when the 2R 4th jackpot occurs and the short jackpot flag is set to ON, the 2R lamp (see FIG. 4) of the round display 45 is turned on at the timing when the 2R 4th jackpot pattern is displayed. Specifically, the display mode is "2R▲15R△" (for example, ▲: lit, △: unlit). In addition, when the long hit flag is turned ON for any of the 15R 1st to 3rd jackpots, 15R 5th jackpot, and 15R 6th jackpots, the 15R lamp (see Figure 4) is lit at the timing when the corresponding jackpot pattern is displayed. Specifically, the display will be something like "2R △ 15R ▲".

[0157] Here, the jackpot judgment (special symbol hit judgment) and the jackpot type determination judgment may each be called a "judgment", or the jackpot judgment and the determination of which jackpot symbol will be the jackpot may also be called a "judgment". In addition, these results may be called "judgment results".

[0158] On the other hand, if the result of the hit / miss judgment (S1303, S1309) is not a "big hit" (NO in S1304), it is judged whether or not it is a small hit (S1305). That is, it is judged whether or not the value of the random number counter for judging whether or not the special symbol is a hit (Label-TRND-A) matches any of the small hit judgment values ​​"101" to "105" (see FIG. 8(A)). Then, if it is judged not to be a "small hit" (NO in S1305), the losing symbol is determined (S1308) and the process is terminated. In other words, if the result of the hit / miss judgment (S1303, S1309) is neither a "big hit" nor a "small hit", the result is a "miss". On the other hand, if the result of the small win judgment (S1305) is judged to be a "small win" (YES in S1305), the small win symbol is determined (S1306), the small win flag is turned ON (S1307), and the process ends. Note that the random number for determining whether or not a small win has occurred may be provided separately from the random number for determining whether or not a special symbol has been hit.

[0159] [Special Chart 2 Variation Pattern Selection Processing] In the special pattern waiting process (Fig. 22), the special pattern 2 variation pattern selection process (S1203) is performed following the special pattern 2 hit / miss determination process (S1202). As shown in Figs. 24 and 25, in the special pattern 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). Then, if it is not in a time-saving state (NO in S1401), that is, if it is in a non-time-saving state, it is determined whether the jackpot flag is ON or not (S1402), and if it is ON (YES in S1402), a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) by referring to the table for jackpots during non-time-saving state (the part of the variation pattern table shown in Fig. 9 that corresponds to the non-time-saving state and jackpot) (S1403). In addition, if the variation pattern is determined, the variation time is also determined. In addition, in this embodiment, the table for jackpots during non-time-saving state is also divided according to whether the jackpot is a long jackpot (15R jackpot) or a short jackpot (2R jackpot) (see FIG. 9). However, this process is a variation pattern selection process for special chart 2, and only the 15R 5th jackpot (long jackpot) exists for the jackpot that can be won by lottery for special chart 2 (see FIG. 6). Therefore, the location referenced in this process is always the long jackpot location, and variation pattern P1 or P2 is selected. The table for jackpots during non-time-saving state does not have to be divided into long jackpots and short jackpots. This is also the same for the table for jackpots during time-saving state described later.

[0160] On the other hand, if the big win flag is not ON (NO in S1402), it is determined whether the small win flag is ON (S1405). Then, if the small win flag is ON (YES in S1405), the non-time-saving state medium / small win table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and small win) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1409). Specifically, in this embodiment, the fluctuation pattern P4 is always selected.

[0161] Also, if the small win flag is not ON (NO in S1405), it is neither a big win nor a small win, and in this case, it is determined whether the reserved number of the second special pattern is "1" or "2" (S1406). The reserved number here is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4". Then, if it is determined in S1406 that the reserved number is "1" or "2" (YES in S1406), a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) by referring to the first reserved number miss table in the non-time-saving state (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1, 2"). In this embodiment, one of the variation patterns P5 to P8 is selected.

[0162] On the other hand, if it is determined in S1406 that the reserved number is not "1" or "2", i.e., that it is "3" or "4" (NO in S1406), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the second reserved number miss table during non-time-saving state (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3, 4") (S1408). In this embodiment, one of the fluctuation patterns P9 to P12 is selected. Here, the first reserved number miss table during non-time-saving state is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. In addition, the shortest selectable fluctuation time (12000 ms) is also set to be longer than that of the second reserved number miss table (4000 ms). In other words, when a player misses, the function of shortening the fluctuation according to the number of reserved balls is activated, and when the number of reserved balls of the special pattern is "3" or "4", a fluctuation pattern with a shorter fluctuation time is selected compared to when the number of reserved balls of the special pattern is "1" or "2".

[0163] In addition, in the above-mentioned S1401, if it is determined that the game state is the time-saving state (YES in S1401), it is determined whether the jackpot flag is ON or not (S1410 in FIG. 25). Then, if it is determined that the jackpot flag is ON (YES in S1410), it refers to the table for jackpots during time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state and the jackpot), and selects a fluctuation pattern based on the fluctuation pattern random number counter value (label-TRND-T1) (S1411). As described above, this process is a fluctuation pattern selection process for the special chart 2, and since only the 15R 5th jackpot (long jackpot) exists in the jackpot that is won by the lottery of the special chart 2 (see FIG. 6), in S1411, the fluctuation pattern P13 or P14 corresponding to the long jackpot is selected.

[0164] On the other hand, if it is determined in S1410 that the big win flag is not ON (NO in S1410), it is determined whether the small win flag is ON (S1412). Then, if the small win flag is ON (YES in S1412), the time-saving state medium / small win table (the part of the time-saving state and small win in the fluctuation pattern table shown in FIG. 9) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1416). Specifically, in this embodiment, the fluctuation pattern P16 is always selected.

[0165] Also, if it is determined in S1412 that the small win flag is not ON (NO in S1412), that is, in the case of a miss, it is determined whether the reserved number of the second special symbol is "1" (S1413). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4". Then, if it is determined that the reserved number is "1" (YES in S1413), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the third reserved number miss table during time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1"). In this embodiment, one of the fluctuation patterns P17 to P20 is selected. On the other hand, if it is determined in S1413 that the reserved number is not "1", that is, that the reserved number is any of "2" to "4" (NO in S1413), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the fourth reserved number miss table during time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4") (S1415). In this embodiment, one of the fluctuation patterns P21 to P24 is selected.

[0166] In this way, in the time-saving state, the fluctuation pattern table (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the time-saving state) has a function of shortening the fluctuation according to the number of reserved balls at the time of failure, when the number of reserved balls is "2" to "4". Also, when a long jackpot is won, a fluctuation pattern with a shorter fluctuation time is more likely to be selected than in the non-time-saving state. In other words, the fluctuation pattern table in the time-saving state is a table in which the average value of the fluctuation time of the special symbol is shorter than that in the fluctuation pattern table in the non-time-saving state. As a result, in the time-saving state, the speed at which the reserved special symbols are consumed is faster (the game progresses more quickly during the time-saving state) compared to the non-time-saving state (normal state).

[0167] After the variation pattern is selected as described above, other processing (S1404) shown in Fig. 24 is performed, and this processing is terminated. In addition, in the other processing (S1404), a variation pattern designation command (variation pattern designation command corresponding to special diagram 2) corresponding to the selected variation pattern is set in the output buffer of the RAM. The set variation pattern designation command is included in a variation start command described later, and is sent to the sub-control board 90 by the output processing (S201).

[0168] [Special Illustration 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, to the address "0000" side when the second special chart reserved memory unit is composed of an address space corresponding to addresses "0000" to "0003") (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit, that is, the RAM area corresponding to the fourth reserved second special chart (if the upper limit number has been stored) is cleared to 0 (S1503), and this process is completed.

[0169] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) in the special symbol standby process (S1102) shown in Fig. 22 is executed. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2" and a variation start command is set in the output buffer of the RAM to start the variation display of the second special symbol.

[0170] Also, in the special pattern waiting process (S1102) of Figure 22, if the number of reserved balls for special pattern 2 is "0" and the number of reserved balls for special pattern 1 is not "0" (YES in S1201, NO in S1206), the special pattern 1 hit / miss determination process (S1207), special pattern 1 change pattern selection process (S1208), special pattern 1 random number shift process (S1209), and special pattern 1 change start process (S1210) are performed in this order.

[0171] [Special Diagram 1 Correctness Judgment Processing] As shown in Fig. 27, in the special drawing 1 winning / loosening judgment process (S1207), processing (S1601 to S1612) is performed in the same manner as the special drawing 2 winning / loosening judgment process (S1202) shown in Fig. 23. Therefore, detailed description of this process is omitted.

[0172] However, since this process is related to the special pattern 1, in S1601, the random number counter value (label-TRND-A) for determining whether or not the special pattern is a hit is read out from the lowest area of ​​the first special pattern reserved memory section of the RAM (i.e., the RAM area corresponding to the first one of the first special pattern reserved). In addition, in the type determination of the jackpot in S1610, it may be determined to be any of the 15R first jackpot, the 15R second jackpot, the 15R third jackpot, and the 2R fourth jackpot (Fig. 8(B)). As shown in the column for the first special pattern (special pattern 1) in Fig. 8(B), the distribution rate of each jackpot is 40% for the 15R first jackpot, 20% for the 15R second jackpot, 30% for the 15R third jackpot, and 10% for the 2R fourth jackpot. If the type of the jackpot is determined to be either the 15R 1st jackpot, the 15R 2nd jackpot, or the 15R 3rd jackpot, the long jackpot flag is turned on in S1612. On the other hand, if the type of the jackpot is determined to be the 2R 4th jackpot, the short jackpot flag is turned on in S1612.

[0173] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1720) is performed in the same flow as the special chart 2 variation pattern selection process (S1203) shown in Figures 24 and 25. Therefore, detailed explanation of this process will be omitted.

[0174] However, since this process is related to the special chart 1, if S1702 (FIG. 28) is YES (i.e., if the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (15R first jackpot, 15R second jackpot, or 15R third jackpot) (S1703). If it is a 15R jackpot (long jackpot) (YES in S1703), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the table for 15R jackpots in the non-time-saving state (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and long jackpot) (S1704). Specifically, the fluctuation pattern P1 or P2 is selected.

[0175] On the other hand, if it is determined in S1703 that it is not a 15R jackpot (NO in S1703), that is, if it is a 2R fourth jackpot (short jackpot), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for 2R jackpots in non-time-saving state (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and short jackpot) (S1706). Specifically, the fluctuation pattern P3 is selected.

[0176] In addition, in this special chart 1 variation pattern selection process, even if S1712 (Fig. 29) is YES (i.e., if the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (15R 1st jackpot, 15R 2nd jackpot, or 15R 3rd jackpot) (S1713). If it is a 15R jackpot (long jackpot) (YES in S1713), a variation pattern is selected based on the variation pattern random number counter value by referring to the 15R jackpot table during time-saving state (the portion of the variation pattern table shown in Fig. 9 that corresponds to the time-saving state and long jackpot) (S1714). Specifically, variation pattern P13 or P14 is selected.

[0177] On the other hand, if it is determined in S1713 that it is not a 15R jackpot (NO in S1713), that is, if it is a 2R fourth jackpot (short jackpot), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for 2R jackpots in the time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state and short jackpot) (S1715). Specifically, the fluctuation pattern P15 is selected.

[0178] In this special chart 1 variation pattern selection process, after the variation pattern is selected, other processes (S1705, FIG. 28) are performed, and this process is terminated. In other processes (S1705), a variation pattern designation command (variation pattern designation command corresponding to special chart 1) corresponding to the selected variation pattern is set in the output buffer of the RAM. The set variation pattern designation command is included in a variation start command described later, and is sent to the sub-control board 90 by the output process (S201).

[0179] [Special Illustration 1: Random number shift processing] As shown in Fig. 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls in the special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted to the lower side by one (S1802). Then, "0" is set in the top address space of the first special chart reserved memory unit, that is, the RAM area corresponding to the fourth reserved ball in the first special chart (if the upper limit number has been stored) is cleared to 0 (S1803), and this process is completed.

[0180] After executing the special pattern 1 random number shift process (S1209), execute the special pattern 1 variation start process (S1210) in Fig. 22. In the special pattern 1 variation start process (S1210), the special pattern operation status is set to "2" and a variation start command is set in the output buffer of the RAM to start the variation display of the first special pattern.

[0181] [Special pattern change processing] As shown in Fig. 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol (variation time determined according to the variation pattern selected in S1203 or S1208 in Fig. 22, see Fig. 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the process is terminated. This allows the variation display of the special symbol to continue.

[0182] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the high probability flag is ON (S1903), and if it is ON (YES in S1903), the high probability counter is decremented by 1 (S1904), and it is determined whether the value of the high probability counter is "0" (S1905). If it is determined in S1905 that the high probability counter is "0", the high probability flag is turned OFF and processing proceeds to S1907. On the other hand, if it is determined that the high probability flag is not ON (NO in S1903) or if it is determined that the high probability counter is not "0" (NO in S1905), processing proceeds to S1907.

[0183] Then, in S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is performed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909), and if it is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. Also, if it is determined that the time-saving flag is not ON (NO in S1907) or if it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911. In S1911, the special pattern operation status is set to "3" (S1911). Then, other processing is performed, such as stopping the changing display of the special symbol based on the results of the random numbers for determining whether the special symbol is a hit or not and the random numbers for determining the type of jackpot (S1912), and this processing is terminated.

[0184] [Special design confirmation process] As shown in Fig. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the jackpot type is a 15R jackpot (any of the 15R 1st jackpot, 15R 2nd jackpot, 15R 3rd jackpot, and 15R 5th jackpot) (S2002). Then, if it is a 15R jackpot (i.e. if the long jackpot flag is ON), the value of the round counter which counts the number of rounds executed during the jackpot game (in the case of one opening per round, one round is from the opening to closing of the large prize opening) is set to "15", and the opening pattern of the large prize opening (first large prize opening 30 or second large prize opening 35) is set (see FIG. 6) as follows: if it is a 15R 1st jackpot, the opening pattern for the 15R 1st jackpot; if it is a 15R 2nd jackpot, the opening pattern for the 15R 2nd jackpot; if it is a 15R 3rd jackpot, the opening pattern for the 15R 3rd jackpot; if it is a 15R 5th jackpot, the opening pattern for the 15R 5th jackpot; if it is a 15R 6th jackpot, the opening pattern for the 15R 6th jackpot (S2003).

[0185] On the other hand, if S2002 determines that it is not a 15R jackpot (i.e., the short jackpot flag is ON), the jackpot type is a 2R, 4th jackpot, so the round counter value is set to "2" and the opening pattern for the large prize opening (first large prize opening 30 or second large prize opening 35) is set to the opening pattern for a 2R, 4th jackpot (see Figure 6) (S2004).

[0186] After completing the processing of S2003 or S2004, a jackpot opening command is set to start the jackpot game (S2005), the opening performance of the jackpot game is started (S2006), and the special chart operation status is set to "4" (S2007).

[0187] Also, when it is determined in S2001 that the big win flag is not ON (NO in S2001), it is determined whether the small win flag is ON or not (S2008). As a result, if the small win flag is ON (YES in S2008), the value of the small win opening counter that counts the number of times the big win opening (second big win opening 35) is opened during the small win game is set to "2", and the opening pattern for the small win (see FIG. 6) is set as the opening pattern of the big win opening (second big win opening 35) (S2009). Then, in order to start the small win game, the opening command for the small win is set (S2010), the opening performance of the small win game is started (S2011), and the special chart operation status is set to "5" (S2012). Furthermore, if the small win flag is not ON in S2008 (NO in S2008), neither the big win game nor the small win game will start, so the special chart operation status is set to "1" and processing ends.

[0188] [Special Electric Device Processing 1 (Big Hit Game)] As shown in FIG. 33, in the special electric device process 1 (S1108), first, it is determined whether the probability variable flag is ON or not (S2101), and if it is determined to be ON (YES in S2101), the probability variable flag is turned OFF (S2102). In addition, it is determined whether the time-saving flag is ON or not (S2103), and if it is determined to be ON (YES in S2103), the time-saving flag is turned OFF (S2104). In other words, during the execution of a jackpot game, it is controlled to a low probability state and a non-time-saving state. In this embodiment, since the non-time-saving state is always a low base state, it is also controlled to a low probability low base state during the execution of a jackpot game.

[0189] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that all openings of the jackpot winning holes (first jackpot winning hole 30 and second jackpot winning hole 35) have been completed (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is determined whether the jackpot winning hole (first jackpot winning hole 30 or second jackpot winning hole 35) is being opened (S2106). If it is not being opened (NO in S2106), it is determined whether it is time (timing) to open the jackpot winning hole (first jackpot winning hole 30 or second jackpot winning hole 35), that is, whether the opening time of the jackpot has passed and it has reached the time to start the first round, or whether the interval time between rounds has passed and it has reached the time to start the next round (next opening) (S2107). This is determined based on the jackpot winning hole opening pattern set for each jackpot type described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. If it is after the first round has already started, it is determined whether the previous round has ended and a predetermined interval period has ended. Note that a round is also simply called "R" or "round play."

[0190] If the result of the determination in S2107 is NO, the process ends as it is. On the other hand, if the result of the determination in S2107 is YES, it is determined whether the round to be executed corresponds to either the first round or the second round, that is, whether it is a V round (S2108). This may be determined using the value of a round counter for each type of big win, or a round counter that counts the number of the round to be executed may be provided separately. If the round to be executed is not a V round (NO in S2108), that is, if it is any of the 3rd to 15th rounds, the process proceeds to S2110, where the first big win device 31 is operated to open the first big win opening 30 according to the opening pattern (see FIG. 6) corresponding to the type of big win. On the other hand, if it is determined that the round to be executed is a V round (first or second round) (YES in S2108), the V valid period setting process (S2109) is performed, and then the process proceeds to S2110, where the second large prize winning device 36 is operated to open the second large prize winning port 35 according to the opening pattern (see FIG. 6) corresponding to the type of the big win. In addition, when the large prize winning port (first large prize winning port 30 or second large prize winning port 35) is opened, that is, when the round is started, the round start command of the corresponding round is set. For example, a round start command that can specify the round to be started is set, such as a "1R start command" for the start of the first round, and a "2R start command" for the start of the second round. The set round start command is transmitted to the sub-control unit 90 by the output process of S201.

[0191] In the V valid period setting process (S2109), the period during which the second large winning opening 35 is open and the period after the second large winning opening 35 is closed in the V round (1st round or 2nd round in this embodiment) is set as a period (corresponding to the first period) during which the detection of the game ball by the specific area sensor 39a is judged to be valid. In this embodiment, the other periods (including during a small win or when a special game is not being executed) are set as a period (corresponding to the second period) during which the detection of the game ball by the specific area sensor 39a is judged to be invalid. Here, judging the detection of the game ball by the specific area sensor 39a to be valid means that the V flag is turned ON based on the detection of the game ball by the specific area sensor 39a (see S2401 to S2403 of the specific area sensor detection process described later), and judging the detection of the game ball by the specific area sensor 39a to be invalid means that the V flag is not turned ON even if the game ball is detected by the specific area sensor 39a.

[0192] Here, when the specific area sensor 39a detects a game ball and the V flag is turned ON, the game status indicator 46 is set to a predetermined display mode, and the game status indicator 46 notifies the player that the game status after the jackpot game ends will be a high probability state. Specifically, the game status indicator 46 is composed of three LEDs, "a1a2a3". In this embodiment, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: off, ■: on). Also, when the specific area sensor 39a detects a game ball during the jackpot game and the V flag is turned ON, the display mode is "a1■a2■a3■". When the jackpot game ends and the game status is set to a high probability state, the display mode is "a1□a2□a3□". Furthermore, the lighting control timing of the game status indicator 46 is not limited to such timing, and during a jackpot game, the display mode may remain "a1□a2□a3□" even if the game ball passes through a specific area, and when there is a transition to a high probability state after the jackpot game ends, the display mode may change to "a1■a2■a3■," and when there is a transition from the high probability state to a low probability state, the display mode may change to "a1□a2□a3□."

[0193] That is, in the specific area sensor detection process (S208) described later, the V flag is turned ON only when a V passage (a game ball passing through the specific area 39) is detected during the V valid period, and the V flag is not turned ON when a V passage is detected outside the V valid period (V invalid period). When the V flag is ON, the probability variable flag is turned ON, that is, the game state after the big win game is set to a high probability state (see the game state setting process described later). In this way, the V flag is not turned ON based on a V passage due to fraudulent behavior, that is, it is prevented from being fraudulently set to a high probability state.

[0194] Also, if there is a V pass in the V round (1st or 2nd round) of the big win game, the game state after the big win game is set to a high probability state, while even if there is a V pass during a small win game, if the game state before the small win game is a normal state, the game state after the small win game is also set to a normal state, and if the game state before the small win game is a high probability state, the game state after the small win game is also set to a high probability state. In other words, the probability of winning or losing is not changed before and after the small win game.

[0195] In this embodiment, in the V valid period setting process (S2109), the period (first period) in which the detection of the game ball by the specific area sensor 39a is determined to be valid is set even in the case of the 15R second and third jackpots. In another embodiment, the first period may not be set in the V round in the case of the 15R second and third jackpots. That is, the V round may be set to the second period in the case of the 15R second and third jackpots. In the jackpot game related to the 15R second and third jackpots, the opening time of the second large winning hole 35 is set to an extremely short time of 0.1 seconds, so that the possibility of the game ball entering the second large winning hole 35 is extremely low, but if the second period is set, the V flag will not be ON even if the ball enters. This makes it possible to prevent the V flag from being turned ON illegally or the V flag from being turned ON by a rare ball entering. In this embodiment, the first and second rounds are defined as V rounds, and detection of the game ball by the specific area sensor 39a is enabled in the V rounds, but the location of the V rounds is not limited to this.

[0196] If the large prize opening (first large prize opening 30 or second large prize opening 35) is open in S2106 (YES in S2106), it is determined whether the number of balls entering the large prize opening in that round has reached the specified maximum number of balls (10 per round in this embodiment) (S2111). If the specified number of balls has not been reached (NO in S2111), it is determined whether the time (timing) to close the large prize opening has arrived, that is, whether a specified opening time (see FIG. 6) has passed since the large prize opening was opened (S2112). Then, if the opening time of the large prize opening has not passed (NO in S2112), the process ends.

[0197] On the other hand, if the specified number of balls has been reached (YES in S2111), or if the opening time of the large prize opening has elapsed (YES in S2112), that is, if one of the two round end conditions is met, the large prize opening (first large prize opening 30 or second large prize opening 35) is closed (S2113). Then, the round counter value is decremented by 1 (S2114), and it is determined whether the round counter value is "0" or not (S2115). If it is determined that the round counter value is not "0" (NO in S2115), the process ends in order to start the next round. In addition, when the large prize opening (first large prize opening 30 or second large prize opening 35) is closed, that is, when the round is ended, the round end command of the corresponding round is set. For example, a round end command that can specify the round to be ended is set, such as a "1R end command" for the end of the first round, and a "2R end command" for the end of the second round. This set round end command is sent to the sub-control unit 90 by the output process of S201. The round end command is sent at the end of a round except the final round of the jackpot game, that is, when it is determined in S2115 that the round counter value is not "0". For example, if the number of rounds of the jackpot game to be executed is a 15R jackpot game, the round end command is sent until the end of the 14R, but is not sent at the end of the 15R. This is because the ending command set in the process of S2116 described later is sent at the end of the final round.

[0198] On the other hand, if it is determined that the round counter value is "0" (YES in S2115), a jackpot ending command is set (S2116) as a jackpot ending process that ends the jackpot game, and the jackpot ending performance is started (S2117). Then, a jackpot end flag is set (S2118), and the process ends. Note that the round counter becomes "0" when the jackpot opening is executed 15 times in the case of a long jackpot (15R jackpot), and becomes "0" when the jackpot opening is executed twice in the case of a short jackpot (2R jackpot).

[0199] Also, if it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round has ended, so it is determined whether the execution time (ending time) of the jackpot ending performance has elapsed (S2119), and if the ending time has not elapsed (NO in S2119), the process is terminated. On the other hand, if the ending time has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), and then the game state setting process (S2121) described later is performed. Then, the jackpot flag is turned OFF (S2122), the special symbol operation status is set to "1" (S2123), and the process is terminated. As a result, in the next interrupt process, the special symbol standby process (S1102) is executed again as the special symbol operation process (S207). The game control microcomputer 81 which executes the above-mentioned special electric device process 1 (S1108) can be said to function as a "special game execution means."

[0200] [Game status setting process] As shown in FIG. 34, in the game state setting process (S2121), first, it is determined whether or not the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (FIG. 36) described later. Then, if the V flag is ON (YES in S2201), the high probability flag is turned ON (S2202), the high probability counter is set to "100" (S2203), the V flag is turned OFF (S2204), and the process proceeds to S2205. On the other hand, if the V flag is OFF (NO in S2201), the high probability flag is not turned ON and the process proceeds to S2205. That is, in this pachinko game machine 1, whether or not the game state after the big win game is ended is determined based on whether or not the V flag is ON in this game state setting process.

[0201] In S2205, it is determined whether the jackpot game that has ended (the jackpot game that has been executed this time) is a 15R jackpot. If it is determined to be a 15R jackpot (YES in S2205), it is determined whether the 15R jackpot is a 15R third jackpot (S2206). If it is a 15R third jackpot (YES in S2206), the process ends as it is. If it is not a 15R third jackpot, that is, if it is a 15R first, second, or fifth jackpot (NO in S2206), the time-saving flag is turned ON (S2207), and the time-saving counter is set to "100" (S2208), and the process ends. Here, if the current jackpot game is related to the 15R 1st jackpot or the 15R 5th jackpot, the game ball should pass through the specific area 39 (V passing) during the jackpot game and the V flag should be ON (YES in S2201), so the game state after the jackpot game ends in this case will be a high probability high base state. Also, if the current jackpot game is related to the 15R 2nd jackpot, the V should not have passed through and the V flag should not have been ON during the jackpot game (NO in S2201), so the game state after the jackpot game ends in this case will be a low probability high base state. Also, if the current jackpot game is related to the 15R 3rd jackpot, the V should not have passed through and the V flag should not have been ON during the jackpot game (NO in S2201), so the game state after the jackpot game ends in this case will be a low probability low base state.

[0202] On the other hand, in S2205, if it is determined that the jackpot game that has ended (the jackpot game executed this time) is not a 15R jackpot, that is, the 2R 4th jackpot (NO in S2205), it is determined whether the game state before the start of this jackpot game, that is, the game state at the time of the 2R 4th jackpot, was in a time-saving state (S2209), and if it is determined that it was not in a time-saving state (NO in S2209), the time-saving flag is not turned ON and the process is terminated as it is. As a result, if the V flag is not turned ON in this jackpot game (NO in S2201), the game state after the jackpot game ends will be a low-probability low-base state, and if the V flag is turned ON in this jackpot game (YES in S2201), the game state after the jackpot game ends will be a high-probability low-base state.

[0203] On the other hand, if it is determined in S2209 that the game state at the time of the 2R 4th jackpot was in the time-saving state (YES in S2209), the time-saving flag is turned ON (S2207), the time-saving counter is set to "100" (S2208), and the process ends. As a result, if the V flag is not turned ON in this jackpot game (NO in S2201), the game state after the jackpot game ends will be a low probability high base state, and if the V flag is turned ON in this jackpot game (YES in S2201), the game state after the jackpot game ends will be a high probability high base state.

[0204] In addition, the high probability high base state, low probability high base state, and high probability low base state all end when one of the following conditions is met: the special pattern is displayed in a changing state 100 times, or the next jackpot occurs.

[0205] In addition, the process (S2209) for determining whether the game state before the start of the jackpot game related to the 2R 4th jackpot is in the time-saving state is performed in order to make the operating states of the time-saving function and the high base function before and after the jackpot game the same as the state (condition) when a small jackpot occurs. If these operating states are different between the 2R 4th jackpot and the small jackpot, even if it is difficult to recognize which win is generated based on the opening pattern of the large prize winning hole, it will be easy to determine which win is generated based on the subsequent game state (operating state of the time-saving function and the high base function). This makes it difficult to distinguish between the 2R 4th jackpot and the small jackpot based on the opening pattern of the large prize winning hole, and also makes it difficult to distinguish based on the subsequent operating state of the time-saving function and the high base generating function.

[0206] [Special Electric Device Processing 2 (Small Hit Game)] As shown in FIG. 35, in the special electric device processing 2 (S1109), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag indicating that the opening of all the second large winning openings 35 has been completed in the small win game. If the small win end flag is not ON (NO in S2301), it is determined whether or not the second large winning opening 35 is being opened (S2302). If it is not being opened (NO in S2302), it is determined whether or not it is time (timing) to open the large winning opening (first large winning opening 30 or second large winning opening 35), that is, whether or not the time for the opening of the small win has passed and the time for the first opening has started, or whether or not the time for the interval between multiple openings has passed and the time for the next opening has started (S2303). If the result of the determination in S2303 is NO, the processing is terminated as it is. On the other hand, if the judgment result of S2303 is YES, a V invalid period setting process (S2304) is performed, and then the process proceeds to S2305, where the second large prize device 36 is operated to open the second large prize opening 35 according to the small prize opening pattern (see Figure 6).

[0207] In the V invalid period setting process (S2304), the period during which the second large winning opening 35 is open and the period after the second large winning opening 35 is closed during a small winning game is set as a period (second period) during which the detection of the game ball by the specific area sensor 39a is determined to be invalid. In this embodiment, the period other than the period determined as the valid period in the above-mentioned V valid period setting process (S2109) is set as the invalid period (second period). Therefore, in this V invalid period setting process, it is confirmed whether it is not a valid period, that is, whether it is set to an invalid period. Specifically, it is confirmed whether the V timer (provided in the RAM of the main control board 80) that measures the passage of the V valid period by counting down is set to "0" (i.e., a state without a valid period). If the V timer is not "0", the V timer is set to "0". It is also possible to set the V timer to "0", that is, to a state without a valid period, without checking whether the V timer is "0" or not. As a result, even if a V passes during a small win game, if the game state before the small win game starts is a normal state, the game state after the small win game ends will not transition to a high probability state. In this embodiment, the period other than the period set as the valid period in the above-mentioned V valid period setting process (S2109) is an invalid period, so the processing of S2304 may be omitted.

[0208] If the second large prize opening 35 is open in S2302 (YES in S2302), it is determined whether the number of balls that entered the second large prize opening 35 during the two openings, that is, the total number of game balls that entered during the two openings, has reached the specified maximum number of balls (10 in this embodiment) (S2306). If the specified number of balls has not been reached (NO in S2306), it is determined whether it is time to close the second large prize opening 35, that is, whether a specified opening time (see FIG. 6) has elapsed since the second large prize opening 35 was opened (S2307). Then, if the opening time of the second large prize opening 35 has not elapsed (NO in S2307), the process is terminated.

[0209] On the other hand, if the number of balls entering the second large prize opening 35 during the two openings reaches the specified number of balls (YES in S2306), the second large prize opening 35 is closed (S2314), and the process proceeds to the small prize end process of S2311. On the other hand, if it is determined in S2307 that the opening time of the second large prize opening 35 has elapsed (YES in S2307), the second large prize opening 35 is closed (S2308). Then, the value of the small prize opening counter is decremented by 1 (S2309), and it is determined whether the value of the small prize opening counter is "0" or not (S2310). If it is determined in S2310 that the value is not "0" (NO in S2310), the process ends as it is in order to start the next opening.

[0210] On the other hand, if it is determined in S2310 that the value is "0" (YES in S2310), the process proceeds to the small win end process in S2311. In S2311, as the small win end process that ends the small win game, the small win ending command is set (S2311) and the small win ending performance is started (S2312). Then, the small win end flag is set (S2313) and the process ends. The small win opening counter becomes "0" when the second large winning port 35 is opened twice.

[0211] In S2301, if the small win end flag is ON (YES in S2301), two releases have been completed, so it is determined whether the small win ending time has elapsed (S2315), and if the ending time has not elapsed (NO in S2315), the processing is terminated. On the other hand, if the ending time has elapsed (YES in S2315), the small win end flag is turned OFF (S2316), the small win flag is turned OFF (S2317), and the special symbol operation status is set to "1" (S2318), and the processing is terminated. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S207).

[0212] In addition, the probability change flag and time-saving flag are not switched from ON to OFF when the small win game starts. In addition, the game state setting process (S2121, FIG. 36) is not performed when the small win game ends. In other words, in this pachinko game machine 1, the game state is not changed before and after the small win game is executed. The game control microcomputer 81 that executes the above special electric role process 2 (S1109) can be said to function as a "small profit special game execution means."

[0213] [Specific area sensor detection processing] As shown in FIG. 11, the game control microcomputer 81 performs a specific area sensor detection process (S208) following the special chart operation process (S207). As shown in FIG. 36, in the specific area sensor detection process (S208), first, it is determined whether or not a game ball has been detected by the specific area sensor 39a (S2401), and if it is determined that there is no detection (NO in S2401), the process is terminated. On the other hand, if it is determined that there is detection in S2401 (YES in S2401), it is determined whether or not it is during the V effective period (S2402). The V effective period is a period set in the V effective period setting process (S2109) in the special electric role process 1 (S1108) described above. In this embodiment, the V effective period is set in the first and second rounds in the big win game.

[0214] Also, if it is determined in S2402 that the V is in the valid period (YES in S2402), the V flag is turned ON (S2403), and it is determined whether the currently executed jackpot game is a 2R jackpot (2R 4th jackpot) or not (S2404). If it is determined that it is not a 2R jackpot (NO in S2404), that is, if it is a 15R jackpot, the first V pass command is set (S2405) and processing is terminated. On the other hand, if it is determined that it is a 2R jackpot (YES in S2404), the second V pass command is set (S2406) and processing is terminated. The CPU of the main control board 80 transmits this V pass command to the sub-control board 90 at a predetermined timing, and the sub-control board 90 executes a game performance in the performance pattern display area or the like according to the type of the received V pass command.

[0215] Also, when it is determined in S2402 that the V valid period is not in progress (NO in S2402), the third V passing command is set (S2407) without turning on the V flag, and the process ends. The first V passing command is a command for making the sub-control board 90 perform notification control of V passing. In contrast, the second V passing command and the third V passing command are commands for not making the sub-control board 90 perform notification control of V passing in principle. In addition, the game control microcomputer 81 functions as a means for switching between valid and invalid passing of the game ball into the specific area 39 (specific area state switching means) by executing such specific area sensor detection processing (S208) and V valid period setting processing (S2109).

[0216] [Reserved ball count processing] As shown in FIG. 11, the game control microcomputer 81 performs the reserved ball number process (S209) following the specific area sensor detection process (S208). As shown in FIG. 37, in the reserved ball number process (S209), first, the reserved ball number of special pattern 1, the reserved ball number of special pattern 2, and the reserved ball number of normal pattern stored in the RAM of the main control board 80 are read (S2501). Next, the reserved ball number data (reserved ball number command for transmitting the reserved ball number information to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502). This reserved ball number data (reserved ball number command) is output by the output process (S201) in the next interrupt process (S105), and the setting of the reserved ball number data (reserved ball number command) in the output buffer (S2502) and the output process (S201) are performed sequentially for each interrupt process.

[0217] When the sub-control unit 90 receives this reserved ball number command and determines that the number of reserved balls for the special chart has increased or decreased based on the received reserved ball number command, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, when the number of reserved balls for the special chart 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for the special chart 1, "4", is additionally displayed in the first effect reserved display area 9c. Also, when the number of reserved balls for the special chart 1 decreases by 1 from "2" to "1" (that is, when the first special chart reservation is consumed), the first effect reserved 9a displayed at the left end of the first effect reserved display area 9c (the part corresponding to the number of reserved balls for the special chart 1, "1", see FIG. 3) is erased, or moved to the variable reserved display area (not shown) and displayed, and accordingly the first effect reserved 9a displayed in the first effect reserved display area 9c is moved (shifted) by one to the left. On the other hand, the display contents of the second performance reserve 9b (second special chart reserve) can also be updated in the same manner as the first performance reserve 9a (first special chart reserve).

[0218] In addition, the data of the number of reserved balls of the special pattern when the number of reserved balls of the special pattern is added, that is, the data of the number of reserved balls of the special pattern accompanying the occurrence of the start ball (start winning), may be included in the start ball entry command described above, or the reserved ball number command indicating the number of reserved balls of the special pattern after the addition (after the start ball entry) may be set in the output buffer together with the start ball entry command. In addition, the data of the number of reserved balls of the special pattern when the number of reserved balls of the special pattern is subtracted, that is, the data of the number of reserved balls of the special pattern accompanying the start of the fluctuation of the special pattern (the consumption of the reserved special pattern), may be included in the fluctuation start command described above, or the reserved ball number command indicating the number of reserved balls of the special pattern after the subtraction (after the consumption of the reserved special pattern) may be set in the output buffer together with the fluctuation start command.

[0219] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S209) followed by the power off monitoring process (S210). As shown in Fig. 38, in the power off monitoring process (S210), first, it is determined whether or not a power off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode and time reduction are remaining, etc.) is stored in the RAM (S2602), the power off flag is turned ON (S2603), and then the loop process is performed without returning to the interrupt process (Fig. 11).

[0220] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (control processing by the sub-control unit 90) will be described with reference to Figs. 39 to 51. The counters, flags, status, buffers, timers, etc., which appear in the description of the operation of the performance control microcomputer 91, are provided in the RAM of the sub-control board 90 (sub-control unit). When the power supply of the pachinko game machine 1 is turned on, the performance control microcomputer 91 provided in the sub-control board 90 reads out and executes a sub-control main processing program shown in Fig. 39 from the ROM of the sub-control board 90. As shown in the figure, in the sub-control main processing, first, a CPU initialization process is performed (S4001). In the CPU initialization process (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller), etc., various flags, statuses, and counters are reset, etc.

[0221] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON, or if the contents of the RAM are not normal even if the power-off signal is ON (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized and information is restored based on the data backed up in the RAM. When the RAM is initialized, various flags, statuses, and counter values ​​are reset.

[0222] Incidentally, S4001 to S4003 are executed only once after power is turned on (when power is turned on), and are not executed thereafter. In the present embodiment 1, the microcomputer 91 for performance control also performs processing similar to the power interruption monitoring processing (S209) by the microcomputer 81 for game control shown in FIG. 11, and when the power interruption signal is turned ON due to a power interruption or the like, data related to the performance control at that time is stored in the RAM of the sub-control board 90. In other words, data related to the performance control at the time of the occurrence of a power interruption such as a power interruption is backed up. Therefore, when power is turned on after recovery from a power interruption such as a power interruption (when power is restored), the state of the performance control by the microcomputer 91 for performance control returns to the state before the occurrence of the power interruption, unless the RAM of the sub-control board 90 is initialized (S4003).

[0223] In S4004, interrupts are inhibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are stored sequentially in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers for determining effects include a random number for determining a variable effect that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a random number for determining a notice effect that determines a notice effect, and a random number for determining an effect pattern that determines an effect pattern. The method of updating the random numbers can be the same as the method of updating the random numbers performed by the main control board 80 described above. Note that when updating the random numbers, the random number values ​​may be added by 2 instead of by 1. The random numbers for determining effects are acquired at a predetermined timing. This timing can be, for example, when a control signal (start ball entry command) notifying that a start ball has been entered is sent from the main control board 80, when a control signal (change start command) notifying the start of fluctuation is sent from the main control board 80, or when a fluctuation performance pattern described below is determined. The acquired random number for determining the performance is stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.

[0224] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub output buffer") in the RAM of the sub control board 90 are transmitted to the control board that is the corresponding command transmission destination among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect pattern game effects and special game effects related to big win games) using various performance devices (such as the image display device 7, the speaker 67, the board lamp 5, the frame lamp 66, and the movable decorative member 14) according to the received command. The performance control microcomputer 91 then permits interruption (S4007). Thereafter, S4004 to S4007 are looped. While interrupts are permitted, it is possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it is possible to control the display of performance patterns and the like executed on the display screen 7a (performance pattern display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative members, and control the sound output from the speaker.

[0225] [Receive interrupt processing] In the reception interrupt process (S4008), as shown in Fig. 40, it is determined whether or not the strobe signal (STB signal) is ON, i.e., whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). Then, if it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0226] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is a process executed every time an interrupt pulse with a 2 msec period is input to the sub-control board 90. As shown in FIG. 41, in the 2 ms timer interrupt process (S4009), first, an input process is performed (S4201) to create switch data (edge ​​data and level data) based on the detection signal from the performance button detection switches 63c and 63d. Next, a lamp data output process (S4202) to output lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and a drive data output process (S4203) to output drive data for driving the movable decorative member 14 (electrical drive source) are performed. The lamp data and drive data are created in the 10 ms timer interrupt process described later. Then, a watchdog timer process is performed (S4204) to reset the watchdog timer.

[0227] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in FIG. 42, in the 10 ms timer interrupt process (S4010), first, a first presentation mode setting process (S4301) is performed, which will be described later. In the first presentation mode setting process (S4301), a predetermined presentation mode is selected from a plurality of presentation modes (also called "game modes") based on a predetermined trigger, and the selected presentation mode is set. As will be described in detail later, these plurality of presentation modes differ in part or all of the display modes of the game presentation displayed on the display screen, in part or all of the display patterns of the LEDs, etc., and in part or all of the sound patterns output from the speaker. Next, a received command analysis process (S4302), which will be described later, is performed. Next, a switch state acquisition process is performed in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for 10 ms timer interrupt process (S4303), and a switch process is performed to set the display contents of the display screen 7a, etc. based on the switch data stored in the switch state acquisition process (S4304). After that, other processes are performed, such as creating lamp data (data for controlling the lighting of the panel lamps 5 and frame lamps 66) and updating the random numbers for determining the performance (S4305).

[0228] [Received command analysis process] Next, the received command analysis process (S4302) will be described with reference to Figures 43 and 44. In the received command analysis process (S4302), first, it is determined whether or not a start-entry command has been received from the main control board 80 (S4401), and if it is determined that a start-entry command has not been received (NO in S4401), the process proceeds to S4404, and if it is determined that a start-entry command has been received (YES in S4401), the process proceeds to a performance hold information storage process (S4402), a preliminary determination process (S4403), and the process proceeds to S4404. The effect pending information storage process (S4402) stores various information (game information such as pre-determination results, random number values ​​for determining the type of jackpot, fluctuation pattern random number values, fluctuation pattern information, etc.) contained in the start ball entry command received in S4401 (special ball entry command for special symbol 1 or special ball entry command for special symbol 2) in a shift memory format in a predetermined effect pending information storage area of ​​the RAM of the sub-control board 90 according to the type of special pattern (first special pattern, second special pattern) and the number of special balls pending at the time of sending and receiving the start ball entry command (at the time of command generation).

[0229] For example, if the received start ball entry command is a special chart 1 start ball entry command corresponding to the reserved ball number "4" of special chart 1, the information such as the preliminary judgment result and the hit type included in the special chart 1 start ball entry command is stored as special chart 1 performance reserved information in the area corresponding to the reserved number 4 in the special chart 1 performance reserved information storage area. The performance reserved information stored in this way is used to execute various performances such as variable performances, notice performances, and performance modes, which will be described later. The storage contents (performance reserved information) of the performance reserved information storage area in the sub-control board 90 are consistent with the storage contents (acquired information) of the special chart reserved storage section (first special chart reserved storage section, second special chart reserved storage section) in the main control board (main control section) 80 described above. For this reason, the performance reserved information storage area of ​​the sub-control board 90 can also be called the "acquired information storage means." The means for making a judgment based on the acquired information in this sub-control board (sub-control section) is also called the "judgment execution means." In addition, the pre-determination process (S4403) is a process for pre-determining the various information stored in the effect pending information storage process, and executing a game effect (pre-effect) based on the result of the pre-determination in association with a variable display prior to the variable display related to the various information. The means for pre-determining based on the various information (acquired information) in this sub-control board (sub-control unit) is also called the "pre-determination means".

[0230] Next, in S4404, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4404), and if it is determined that a fluctuation start command has been received (YES in S4404), then a fluctuation performance start process (S4405) is performed, and processing proceeds to S4406. On the other hand, if it is determined that a fluctuation start command has not been received (NO in S4404), the processing proceeds to S4406 without performing the fluctuation performance start process. In S4406, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4406), and if it is determined that a fluctuation stop command has been received (YES in S4406), a fluctuation performance end process is performed to stop and end the fluctuation performance (S4407), and processing proceeds to S4408. On the other hand, if it is determined that a fluctuation stop command has not been received in S4406 (NO in S4406), the processing proceeds to S4408 without performing the fluctuation performance end process.

[0231] Here, in the variable performance end process (S4407), a variable performance end command for stopping the display of the performance symbol 8 and ending the variable performance is set in the sub-output buffer. When the set variable performance end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the performance symbol 8 that was being displayed on the display screen 7a of the image display device 7, and ends the variable performance (performance symbol game performance). Note that the variable performance refers to various performances that are performed in accordance with the variable display of the special symbol.

[0232] Next, in S4408, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4408). Here, the jackpot game-related command is a command transmitted from the main control board 80 when a jackpot game is executed, and specifically, it corresponds to an opening command transmitted at the start of a jackpot game (occurrence of a jackpot), a round start command transmitted at the start of a round, a round end command transmitted at the end of a round, an ending command transmitted at the end of a jackpot game, etc. In S4408, it is determined whether or not any of these jackpot game-related commands has been received (S4408), and if it is determined that a jackpot game-related command has been received (YES in S4408), a jackpot game-related performance process is performed according to the type of the received command (S4409), and the process proceeds to S4410.

[0233] In the jackpot game related performance process, for example, if the received command is an opening command, an opening performance command that specifies an opening performance according to the type of jackpot specified based on the command is set in the sub-output buffer, if the received command is a round start command, a round performance command that specifies a round performance according to the round specified based on the command is set in the sub-output buffer, and if the received command is an ending command, an ending performance command that specifies an ending performance according to the type of jackpot specified based on the command is set in the sub-output buffer. When these various performance commands related to the jackpot that have been set are transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes performances related to the jackpot game, such as opening performances and round performances, on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.

[0234] S4409 is a process executed when any of the commands related to the big win game described above is received (for example, when an opening command is received) (a process executed when a big win occurs). S4410 performs other processes based on received commands other than the various commands described above (for example, a normal symbol variation start command or a normal symbol variation stop command) (S4410).

[0235] [Sound effects] Next, we will explain the sound effect presentation, which is one of the game presentations of this pachinko game machine. This pachinko game machine stores a wide variety of game presentations, such as a game presentation that is executed when a game ball enters a predetermined ball entrance, a game presentation that is executed in conjunction with the variable display of patterns (special patterns, presentation patterns, normal patterns), a game presentation that is executed in conjunction with a big win game or a small win game, and a game presentation (demonstration presentation) that is executed when not playing, and when a predetermined execution condition set for each is established, a game presentation corresponding to the established execution condition is executed. By making it possible to execute such a wide variety of game presentations, it is possible to prevent a player from getting bored with a game even if he plays for a long time, and to increase his interest in the game.

[0236] The pachinko game machine of this embodiment has a function that changes the probability (ease of ball entry) of a game ball into a plurality of ball entry ports according to the game situation. When a game ball enters a corresponding ball entry port according to the change in the game situation, a special sound effect (special game sound, game performance sound) is output to enhance the interest in the game. Specifically, the machine has a first start port 20 and a second start port 21, and in a first game situation (low probability low base state), the probability of a game ball entering the first start port is higher than the probability of a game ball entering the second start port. That is, in the first game situation, it is easier for a player to enter a ball into the first start port than into the second start port.

[0237] Also, in the second game situation (high probability high base state), the probability of the game ball entering the second start port is higher than the probability of the game ball entering the first start port. That is, in the second game situation, it is easier for the player to enter the ball into the second start port than the first start port. Also, in the third game situation (low probability high base state), the probability of the game ball entering the second start port is higher than the probability of the game ball entering the first start port. That is, in the third game situation, it is easier for the player to enter the ball into the second start port than the first start port. Also, in the fourth game situation (high probability low base state), the probability of the game ball entering the first start port is higher than the probability of the game ball entering the second start port. That is, in the fourth game situation, it is easier for the player to enter the ball into the first start port than the second start port.

[0238] In this way, the pachinko game machine of this embodiment has a function of changing the relative ball entry possibility (ease of entry) between the first start hole 20 and the second start hole 21 depending on the game situation (game state). The function of changing such ball entry possibility is also called ball entry possibility control means.

[0239] More specifically, in a first game situation (low probability low base state, first ball entry possibility state) in which it is easier to enter the first starting hole than the second starting hole, when the ball enters the second starting hole, which is a difficult ball entry hole, a special sound effect (special game sound) that is not output when the ball enters the first starting hole, which is an easy ball entry hole, is output (game sound output means). Specifically, a sound effect (special game sound) of "That one is more difficult! Amazing!" is output. Since a player usually plays by continuously firing about 100 game balls per minute, it is difficult for the player to notice that the ball enters the second starting hole, which is rarely entered (low ball entry possibility). Therefore, when the ball enters such a relatively difficult ball entry hole, the fact is notified at a specific timing, thereby increasing the interest in the game. In addition, based on the ball entry, it is possible to increase the expectation of a big win game with respect to the result of the variable display corresponding to the ball entry.

[0240] In the first game situation, even if the ball enters the first starting hole, which is easy to enter, the above-mentioned special sound effect (special game sound) is not output. In the first game situation, if the ball enters the second starting hole, which is a difficult ball entry hole in the first game situation, a special sound effect (special game sound) is output, but if the ball enters the first starting hole, which is an easy ball entry hole in the first game situation, a special sound effect (special game sound) is not output.

[0241] In this embodiment, the output timing (notification timing) of the special sound effect is set to the timing of the ball entering (when the ball enters), but this is not limited to this timing. For example, since which entry port (first start port or second start port) the ball entered is stored for each reserved information, the output timing of the special sound effect may be the start (when the change starts) of the variable display of the special pattern (performance pattern) based on the ball entering (entering a difficult entry port). In such a case, a special sound effect such as "I'm going to start changing for a rare entry now!" is output. This allows the player to recognize that the variable display based on the ball entering a different entry port from the usual one is about to start, and makes it possible to increase the player's expectation for a big win game based on the variable display that is about to start.

[0242] In contrast, the third game situation (low probability high base state, third ball entry possibility state) is a game situation in which it is easier to enter the second starting port than the first starting port. In the third game situation, when the ball enters the first starting port, a special sound effect (special game sound) that is not output when the ball enters the second starting port is output (game sound output means). Specifically, a sound effect (special game sound) of "That one is the more difficult one! Amazing!" is output. This makes it possible to increase interest in the game and to increase the expectation of a big win game based on the result of the variable display corresponding to the ball entering the difficult ball entry port (first starting port).

[0243] In the third game situation, even if the ball enters the second starting hole, which is easier to enter, the above-mentioned special sound effect (special game sound) is not output. In the third game situation, if the ball enters the first starting hole, which is a difficult ball entry hole in the third game situation, a special sound effect (special game sound) is output, but if the ball enters the second starting hole, which is an easy ball entry hole in the third game situation, a special sound effect (special game sound) is not output. The above-mentioned first game situation and third game situation aim to increase the player's sense of expectation by outputting a special sound effect when the ball enters a difficult ball entry hole.

[0244] In addition, in this embodiment, there is a second game situation (high probability high base state, second ball entry possibility state) different from the first game situation and the third game situation described above, and in this game situation, no special sound effect (special game sound) is output even if the ball enters either the difficult ball entry port or the easy ball entry port. The second game situation (high probability high base state, second ball entry possibility state) is a game situation in which it is easier to enter the second start port than the first start port. In the second game situation, the above-mentioned special sound effect (special game sound) is not output even if the ball enters the first start port or the second start port. As a result, there is a situation in which the special sound effect is not necessarily output even if the ball enters the entry port (start port) with high ball entry difficulty. This diversifies the correspondence between the game situation and the special sound effect, increasing the interest in the game. In addition, it is possible to give a sense of incongruity to the performance (sound effect) and increase the interest in the game.

[0245] In addition, in this embodiment, there is a fourth game situation (high probability low base state, fourth ball entry possibility state) different from the first game situation, the second game situation, and the third game situation described above. The fourth game situation is a situation in which it is easier to enter the first starting hole than the second starting hole. This game situation is the least feasible game situation compared to the first game situation, the second game situation, and the third game situation. In such a game situation with low feasibility, a special sound effect is output when the ball enters the first starting hole, which is easy to enter, and when the ball enters the second starting hole, which is more difficult to enter (lower ball entry possibility) than the first starting hole, the special sound effect is not output. This makes it possible to have a situation in which the special sound effect is likely to be generated, and to increase the interest in the game. In addition, if it is too easy to output the special sound effect, the expectation for the special sound effect will be reduced, so this function is adopted in such a game situation that is less likely to occur compared to other game situations. Furthermore, when the fourth gaming status is included in addition to the first gaming status or the third gaming status, a remarkable effect is exhibited.

[0246] In this embodiment, in a predetermined game situation (game state), when a first jackpot occurs and the game ball does not pass through a specific area during the jackpot game (first specific condition is met), the first game situation (low probability low base state) is executed (set). Also, after power-on with RAM clear (initialization of game information) (first specific condition is met), the first game situation (low probability low base state) is executed (set). Also, when the result of the variable display for a predetermined number of consecutive times is a miss (first specific condition is met) in the high base state, the first game situation (low probability low base state) is executed (set).

[0247] In addition, in a predetermined game situation (game state), if a second jackpot occurs and the game ball passes through a specific area during the jackpot game (the second specific condition is established), a second game situation (high probability high base state) is executed (set). In addition, in a predetermined game situation (game state), if a third jackpot occurs and the game ball does not pass through a specific area during the jackpot game (the third specific condition is established), a third game situation (low probability high base state) is executed (set). In addition, in a predetermined game situation (game state), if a fourth jackpot occurs and the game ball passes through a specific area during the jackpot game (the second specific condition is established), a fourth game situation (high probability low base state) is executed (set).

[0248] In this embodiment, the timing of the change in the game situation (the establishment of the first to fourth specific conditions) is when the game state changes, but this is not limited to this. In the same (same) game state, the game situation may be changed when a specific condition is established (for example, winning a specific random number lottery) without going through a jackpot, and the relative ball entry possibility (ease of ball entry) of the first ball entry port and the second ball entry port may be changed with respect to each other. In addition, the first ball entry port and the second ball entry port may be the first start port and the second start port, or a ball entry port other than these start ports may be provided. In addition, at least one of the first ball entry port and the second ball entry port must be a variable ball entry port that can be changed between an open state and a closed state in which the possibility of ball entry is lower than that in the open state. In addition, both ball entry ports may be variable ball entry ports.

[0249] In this embodiment, the special sound effects that can be output in the first, second, and fourth game situations are common sound effects (for example, "That's the more difficult one! Amazing!"). However, the present invention is not limited to this embodiment, and special sound effects (first special sound effect, second special sound effect, and third special sound effect) with different audio contents may be output depending on each game situation.

[0250] In this embodiment, a special sound effect is output depending on the game situation, such as when the ball enters a difficult-to-enter ball hole, but in addition to or instead of the special sound effect, lamp control with a special lighting mode may be executed. Whether or not to execute lamp control with a special lighting mode is the same as for the special sound effect.

[0251] The special sound effect may be output at a louder volume than normal. This allows the player to be sure that the special sound effect has been output, enhancing the interest of the game. For example, in the first game situation, the volume of the music that is output together with the variable display when the ball lands in the first start hole is set to be louder than the volume of the music that is output together with the variable display when the ball lands in the second start hole. The device also has a volume adjustment means that can adjust these volumes.

[0252] In addition, in this embodiment, when a game ball enters an entrance corresponding to a special sound effect depending on the game situation, a special sound effect is always output. Instead of this mode, a special sound effect may be output at a predetermined rate when a game ball enters an entrance corresponding to a special sound effect. That is, when a game ball enters an entrance corresponding to a special sound effect, a special sound effect may or may not be output. This reduces the frequency of occurrence of the special sound effect, increases its rarity, and significantly increases the player's sense of expectation when the special sound effect occurs.

[0253] In addition, the first specific condition may be established based on the end of the high base state, the second specific condition may be established based on a guaranteed jackpot being achieved, the third specific condition may be established based on a normal jackpot being achieved, and the fourth specific condition may be established based on a latent guaranteed jackpot being achieved.

[0254] [Player selection display] Next, the player selection effect, which is one of the game effects of the pachinko game machine of this embodiment, will be explained using Figures 45 and 46. In the pachinko game machine of this embodiment, a predetermined game sound (game music, game effect sound) is output in association with the game (variable display of effect symbols), and a predetermined game image (game effect image) is displayed together with the game sound, thereby increasing the player's expectation of a big win and increasing the interest in the game. This player selection effect is an effect in which the player can arbitrarily select and decide one or both of the game sounds and / or game images based on the establishment of a predetermined condition.

[0255] In a predetermined presentation state (first presentation state, initial state) after power-on, a predetermined game sound is output and a predetermined game image is displayed in accordance with the variable display of the presentation symbol. In this first presentation state, the player cannot select either the game sound (game music) or the game image (game presentation image).

[0256] In addition, in another presentation state (second presentation state), the player can arbitrarily select from a plurality of game sounds (game music) to be output in association with the variable display of the presentation symbols by operating the presentation button. In addition, in this presentation state, regardless of which of the plurality of game sounds is selected, the game image displayed on the display screen in association with the selected game sound is a common game image. In this second presentation state, the game sound can be selected from among the game sounds (game music) and the game images (game presentation images), and the game image to be executed is a common (common game image, common game presentation image). When such a presentation state is executed, the player can output his / her favorite game sound in association with the game, which enhances the interest in the game.

[0257] In addition, in yet another presentation state (third presentation state), the game sound (game music) outputted in association with the variable display of the presentation pattern can be arbitrarily selected from a plurality of game sounds by the player operating the presentation button. In addition, in this presentation state, the game image displayed on the display screen in association with the selected game sound differs depending on which of the plurality of game sounds is selected. For example, when game music A is selected as the game sound, game image A is displayed in association with (in parallel with) the output of the game music A, and when game music B is selected, game image B is displayed in association with (in parallel with) the output of the game music B. In this third presentation state, the game sound can be selected from among the game sound (game music) and the game image (game presentation image), and the game image to be executed is individual (individual game image, individual game presentation image) for each selected game sound. When such a presentation state is executed, the player can output a preferred game sound in association with the game, which enhances the interest in the game. Furthermore, since the game images executed according to the selected game sounds are different (the combinations are fixed), it is possible to prevent the player from becoming bored with the game and to increase the interest in the game. The means for selecting one game sound from a plurality of game sounds is called a "game sound selection means (game effect sound selection means)."

[0258] In addition, in yet another presentation state (fourth presentation state), the player can arbitrarily select from a plurality of game images a game image (game presentation image) to be displayed on the display screen in association with the variable display of the presentation symbol by operating the presentation button. In addition, in this presentation state, regardless of which of the plurality of game images is selected, the game sound (game music) output from the speaker (sound output means) in association with the selected game image is a common game sound. In this fourth presentation state, out of the game sound (game music) and the game image (game presentation image), the game image can be selected, and the game sound output is common (common game sound, common game presentation sound). If such a presentation state is executed, the player can display a game image of his / her choice in association with the game, which enhances the interest in the game. In addition, the means for selecting one game image from a plurality of game images is called a "game image selection means (game presentation image selection means)".

[0259] In addition, in yet another presentation state (fifth presentation state), the player can arbitrarily select from a plurality of game images a game image (game presentation image) to be displayed on the display screen in association with the variable display of the presentation symbol by operating the presentation button. In addition, in this presentation state, depending on which of the plurality of game images is selected, the game sound output from the speaker in association with the selected game image differs. For example, when the game image C is selected as the game image, the game sound C is output in association with (in parallel with) the display of the game image C, and when the game image D is selected, the game sound D is output in association with (in parallel with) the output of the game image D. In this fifth presentation state, the game image can be selected from among the game sound (game music) and the game image (game presentation image), and the game sound output is individual (individual game sound, individual game presentation sound) for each selected game image. If such a presentation state is executed, the player can display a game image of his / her choice in association with the game, which enhances the interest in the game. Furthermore, since the game sounds executed vary depending on the selected game image (the combination is fixed), it is possible to prevent the player from becoming bored with the game and to increase the interest in the game.

[0260] In addition, in yet another presentation state (sixth presentation state), the player can select both the game image (game presentation image) displayed on the display screen in association with the variable display of the presentation symbol, and the game sound (game music) output from the speaker by operating the presentation button. In addition, the game image can be arbitrarily selected from a plurality of game images, the game sound can be arbitrarily selected from a plurality of game sounds, and the combination of the game image and the game sound can also be arbitrarily selected (game image A with game sound A, game image A with game sound B, etc.). In this sixth presentation state, both the game sound (game music) and the game image (game presentation image) can be individually selected, and the individually selected game sounds and game images are executed in parallel. If such a presentation state is executed, the player can display his / her favorite game sounds and game images in association with the game, which increases the interest in the game. Furthermore, the combination of game sounds and game images can be set as desired, which prevents players from becoming bored with the game and increases their interest in the game.

[0261] In this embodiment, based on (at the ball entry timing) that the game ball enters the start hole (first start hole or second start hole), the effect selection random number acquisition means (effect selection means) included in the sub-controller acquires an effect selection random number value (random number range: 0 to 199). As shown in FIG. 45, depending on the acquired random number value, a different game effect (selected effect) is executed (including not being executed).

[0262] Specifically, if the acquired random number value for effect selection is between 0 and 159 (first condition is met), the execution state of the player-selected effect currently being executed (or not being executed) is maintained. In other words, if the player-selected effect is not being executed, it is not executed. If it is in a predetermined effect state (for example, the fifth effect state), that effect state is maintained (continuation pattern). Also, if the acquired random number value for effect selection is between 160 and 168 (second condition is met), the effect state being executed is set to the first effect state (initial state) in which a predetermined game sound and game image are executed at a predetermined timing (for example, at a predetermined timing during the variable display being executed, or at the start of the next variable display) (non-selection pattern).

[0263] In addition, when the acquired random number value for effect selection is 169 to 178 (third condition established, second game condition), the effect state being executed is set to a second effect state in which the player can select a game sound and a common game image is executed at a predetermined timing (for example, a predetermined timing during the execution of the variable display or at the start of the next variable display) (game sound selection pattern 1). In addition, when the acquired random number value for effect selection is 179 to 183 (fourth condition established, first game condition), the effect state being executed is set to a third effect state in which the player can select a game sound and an individual game image is executed according to the selected game sound at a predetermined timing (for example, a predetermined timing during the execution of the variable display or at the start of the next variable display).

[0264] In addition, when the acquired random number value for effect selection is 184 to 193 (the fifth condition is met), the effect state being executed is set to a fourth effect state in which the player can select a game image and a common game sound is executed at a predetermined timing (for example, a predetermined timing during the execution of the variable display or at the start of the next variable display) (game image selection pattern 1). In addition, when the acquired random number value for effect selection is 194 to 198 (the sixth condition is met), the effect state being executed is set to a fifth effect state in which the player can select a game image and an individual game sound is executed according to the selected game image at a predetermined timing (for example, a predetermined timing during the execution of the variable display or at the start of the next variable display) (game image selection pattern 2).

[0265] Furthermore, when the acquired random number value for effect selection is 199 (seventh condition is met), the currently executing effect state is set to a sixth effect state in which the player can select both game sounds and game images individually at a predetermined timing (for example, a predetermined timing during the currently executing variable display, or at the start of the next variable display) (game sound / game image selection pattern 1). Also, as shown in FIG. 45, the more diverse the combination of game sounds and game images, the lower the execution possibility is set. As a result, the more interesting the player-selected effect (for example, the third, fifth, and sixth effect states) is executed, the more the interest in the game can be increased.

[0266] Next, an example of the execution of the player selection effect will be explained using a time chart with reference to FIG. 46. The period t1 shown in FIG. 46 is a predetermined period after the power is turned on, and the effect state is set to the first effect state. This t1 period is a change period in which the effect selection lottery is executed for each variable display. The effect selection lottery is a lottery that determines the selection pattern of the game sound and game image to be executed using the effect selection random number value obtained based on the starting ball entry and the effect selection random number table shown in FIG. 45.

[0267] In the 50th variation (predetermined number of times) after the start of the period t1, the game sound selection pattern 1 is selected (the third condition is satisfied, and the second game condition is satisfied). Then, in the next variation display (the 51st variation, after a predetermined period has elapsed since the winning of the performance selection lottery), the first performance state is set to the second performance state. The second performance state continues for a predetermined period (for example, a period of 30 variation displays) after the state is set, and during this period, the player can arbitrarily select (decide) a game sound (game music) using the performance button. Note that the performance selection lottery is executed for each variation display until the game sound selection pattern 1 is selected (until the third condition is satisfied), and the result of the performance selection lottery is that the continuation pattern or the non-selection pattern is selected.

[0268] In addition, there is a non-change period in which the effect selection lottery is not executed (the selected effect state is maintained) during the period t2 after the start of the second effect state. In this embodiment, the non-change period is set to the time when 50 variable displays are executed after the start of the second effect state. This prevents a situation in which the first effect state or another effect state is quickly set even though the second effect state is executed and a preferred game sound (music) is set, and prevents a decrease in interest in the game. This also makes it possible to maintain the set state such as the second effect state for a certain period of time.

[0269] Also, when the non-change period ends (from the 101st variable display), the change period begins in which the effect selection lottery is executed. In the example shown in Fig. 46, the game sound selection pattern 2 is selected in the effect selection lottery in the 116th variable display (the fourth condition is met, and the first game condition is met). In addition, the continuation pattern is selected in the effect selection lottery executed from the 101st to 115th variable displays (the second condition is met).

[0270] Then, in the next change display (the 117th change, after a predetermined period of time has passed since winning the effect selection lottery), the third effect state is set. After the third effect state is set, a game sound selection period of a predetermined period is set, and during this period, the player can use the effect button to arbitrarily select (decide) a game sound (game music). In this embodiment, the game sound selection period (game image selection, game sound / game image selection period) is set to the same length for all effect states.

[0271] In addition, in the period t3 after the start of the third performance state, there is a non-change period in which the performance state is not changed (maintained) as described above, and a change period in which the performance state can be changed by lottery (judgment). In this non-change period, all performance states are set to the same length.

[0272] Also, when the non-change period ends, the game enters a change period in which a performance selection lottery is executed. In the example shown in FIG. 46, the game image selection pattern 2 is selected in the performance selection lottery in the 195th variable display (the sixth condition is met). Then, in the next variable display (the 196th variable, after a predetermined period has elapsed since the performance selection lottery was won), the fifth performance state is set. After the fifth performance state is set, a game image selection period of a predetermined period is set, and during the duration of this period, the player can arbitrarily select (decide) a game image (game performance image) using the performance button.

[0273] In this embodiment, after the end of a selection period (such as a game sound selection period) during which game sounds and game images can be selected, the game continues with the game sound and / or game image selected at the end of the selection period. In addition, the first to sixth presentation states described above can be transitioned in any pattern. For example, there is a pattern of transition from the second presentation state (period during which the second presentation state in FIG. 46 is set, period t2) to the third presentation state (period during which the third presentation state in FIG. 46 is set, period t3), and there is also a pattern of transition from the third presentation state (period during which the third presentation state is set, period t3) to the second presentation state (period during which the second presentation state is set, period t2). In addition, various (all) transition patterns can be executed, such as a pattern of transition from the sixth presentation state (period during which the sixth presentation state, not shown, is set) to the first presentation state (period during which the sixth presentation state, not shown, is set) or the fifth presentation state (period during which the fifth presentation state, not shown, is set).

[0274] Furthermore, in this embodiment, if the result of the changing display of the presentation pattern at a predetermined timing while a predetermined presentation state is being executed is a jackpot and a jackpot game is executed, the presentation state after the jackpot game ends is reset (the same as after the power is turned on), and the presentation state starts from the first presentation state (t1) as shown in Figure 46.

[0275] In addition, in this embodiment, the non-change period is set longer than the game sound selection period (game image selection period, or game sound / game image selection period), but this is not limited to this embodiment. The non-change period and the game sound selection period may be the same length, or the non-change period may be shorter than the game sound selection period. Also, the game sound selection period (second presentation state) may continue until the presentation state changes (including the non-change period and the change period).

[0276] In the above-mentioned embodiment, a predetermined period after power-on may be set as a non-change period, or if the presentation state after power-on is the first presentation state, the non-change period may not be set. Also, a presentation selection lottery execution period in which a presentation selection lottery is executed and a presentation selection lottery non-execution period in which a presentation selection lottery is not executed may be provided, and the non-change period and the change period may be included within the presentation selection lottery execution period. For example, a first game state (e.g., low probability low base state) and a second game state (high probability high base state) may be provided, and at least a part of the period of the first game state may be set as a presentation selection lottery execution period, and the second game state may be set as a presentation selection lottery non-execution period.

[0277] In the selection presentation of this embodiment, after a predetermined number of changes, the selection mode of the game sounds and game images, and the correspondence between the game images or game sounds corresponding to the selected game sounds or game images change, so that it is possible to diversify the presentation mode and prevent players from getting bored with the game. This also makes it possible to increase the interest in the game.

[0278] [Battle effects] Next, the reach effect (battle effect) of the pachinko machine of this embodiment will be explained with reference to Fig. 47 and Fig. 48. Fig. 47(a) shows a scene in which a predetermined variable display is being executed. Speakers 67 are shown in the upper left and right of the display screen 7a. Fig. 47(b) shows a scene after a predetermined time has elapsed from the scene shown in Fig. 47(a) in the same variable display as Fig. 47(a).

[0279] In FIG. 47(b), a notice effect (first notice effect, special notification effect) is being executed, which gives advance notice of a reach effect (game effect) that will be executed (after this). A first display effect 201 (special notification effect) is executed in a first notice display area 213 of the display screen 7a. In the first display effect 201, characters (lines, character information, first character information) of "Enemy A is coming!!" are displayed as lines of an ally character 202. Here, the characters (lines) displayed in the first display effect 201 are statically displayed (displayed in a stopped state) in a relatively small size in the first notice display area 213, which is a relatively narrow display area. This comparison is with a second display effect, which will be described later.

[0280] Additionally, together with this first display performance 201, a first audio performance 200 (special notification performance, first special notification performance) is output (executed) from the speaker 67. In the first audio performance 200, as the words "Enemy A is coming!!" are displayed in the first display performance 201, a line corresponding to the words (the same as the words) is output as audio. For ease of explanation, FIG. 47(b) shows the words "Enemy A is coming" as if they were being output from the speaker, but in reality, the same audio as the words "Enemy A is coming" is output.

[0281] FIG. 47(c) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(b) in the same variable display as FIG. 47(b). FIG. 47(c) shows a scene in which a battle reach is executed based on the advance notice performance (the first voice performance and the first display performance by the ally character 202) described in FIG. 47(b). In the battle reach, the ally character 202 and the enemy character A battle each other, and if the ally character wins, it is a big win, and if the enemy character A wins, it is a miss. This battle reach is a reach performance with a lower reliability of a big win than the special battle reach described later. Note that the performances after FIG. 47(c) will not be described. After this, there are performance execution modes that result in a big win and performance execution modes that result in a miss.

[0282] FIG. 47(d) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(a) in the same variable display as FIG. 47(a). In FIG. 47(d), a notice performance (second notice performance, special notification performance, second special notification performance) that notices in advance the reach performance (game performance) that will be executed (after this) is executed. In the second notice display area 214 of the display screen 7a, the second display performance 206 (special notification performance) is executed. In the second display performance 206, the characters "A horde of enemies has come! Gather around!" (lines, characters, character information, second character information) are displayed as the lines of the ally character 202. In FIG. 47(d), characters appear one by one from the right side of the second notice display area 214 and flow to the left. Note that the characters up to "A horde of enemies has come" are displayed, and the scene in which the corresponding voice "A horde of enemies has come" is output from the speaker 67 is shown.

[0283] Here, the characters (serialized characters) displayed in the second display performance 206 are scrolled (displayed in an operating mode, moved) in a relatively large size in the relatively large display area of ​​the second preview display area 214. This comparison is with the first display performance described above. Also, the multiple arrows pointing left and displayed at the top of the second preview display area 214 indicate the moving direction (scrolling display direction) of the characters (second character information).

[0284] Along with the second display effect 206, a second audio effect 205 (special notification effect) is output (executed) from the speaker 67. In the second audio effect 205, in accordance with the display of the text "A horde of enemies is coming! Gather around!" in the second display effect 206, a line corresponding to the text (the same as the text) is output as a voice. For ease of explanation, in Figs. 47(d) to (f) it is shown as if the text "A horde of enemies is coming! Gather around" is output from the speaker, but in reality, the same text as the text "A horde of enemies is coming! Gather around" is output as a voice. In addition, the volume of the voice output in the second audio effect 205 is set to a volume louder than the volume of the voice output in the first audio effect 201.

[0285] FIG. 47(e) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(d) in the same variable display as FIG. 47(d). In the second preview display area 214, characters appear one by one from the right side additionally from the scene of FIG. 47(d) (the characters of "Zo! Gather"), and it shows the state of flowing leftward. Incidentally, it shows a scene in which a voice of "Zo Gather" is further output from the speaker 67 corresponding to the display of the characters of "Zo! Gather".

[0286] FIG. 47(f) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(e) in the same variable display as FIG. 47(e). In the second preview display area 214, characters appear one by one from the right side additionally from the scene of FIG. 47(e) (the characters of "Zo! Gather"), and it shows the state of flowing leftward. Also, in this scene, all the characters (character information) of the second display effect are displayed. Incidentally, it shows a scene in which a voice of "Together!" is further output from the speaker 67 corresponding to the display of the characters of "Together!".

[0287] FIG. 48(g) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(f) in the same variable display as FIG. 47(f). FIG. 48(g) shows a scene in which a special battle reach is executed based on the preview effects (the second voice effect and the second display effect by the ally character 202) described in FIGS. 47(d) to (f). In the special battle reach, a plurality of ally characters 202 and a plurality of enemy characters A battle, and if the ally character wins, it is a big win, and if the enemy character A wins, it is a miss. Also, this special battle reach is a reach effect with a higher big win reliability than the above-described battle reach.

[0288] FIG. 48(h) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 48(g) in the same variable display as FIG. 48(g). An operation suggestion pattern 211 that imitates a variable button that the player can input is displayed in the lower right of the display screen. The special battle reach is a performance that involves the player operating the variable button. When the player operates the variable button according to the operation instructions, a battle takes place between the ally character (ally character A), ally character B, and ally character C and multiple enemy characters. In addition, a reach pattern 210 ("7↓7") is displayed in the upper right of the display screen, in which two symbols are displayed stationary with the same pattern and one symbol is performing a variable display.

[0289] Figure 48(i) shows a scene after a certain time has passed since the scene shown in Figure 48(h) in the same variable display as Figure 48(h). Figure 48(i) shows a scene in which the battle performance progresses based on the player's operation of the performance button (the arrow moves downward), and the ally character wins against the enemy character. This confirms the big win.

[0290] Figure 48(j) shows a scene after a predetermined time has elapsed from the scene shown in Figure 48(i) in the same variable display as Figure 48(i). Figure 48(j) shows a scene in which a jackpot is obtained by a friendly character defeating an enemy character in a battle performance, and a jackpot pattern 212 is displayed. The performance that notifies the player of this jackpot is also called a jackpot notification performance.

[0291] As described above, the display has a first notice performance (first special notification performance) in which characters are displayed in a stationary state and a sound corresponding to the characters is output, and a second notice performance (second special notification performance) in which characters are displayed in a moving state (including a swinging display) and a sound corresponding to the characters is output, and the second notice performance is a performance that notifies a higher probability of a jackpot than the first notice performance. In addition, the characters and the display area displayed in the first notice performance are larger than the characters and the display area displayed in the second notice performance. In addition, the sound output in the second notice performance is louder than the sound output in the first notice performance. This diversifies the game performance by the display mode of the character information and the sound output, and makes it easier for the player to recognize the game performance with a higher probability of a jackpot. This also makes it possible to attract the player more to the game performance with a higher probability of a jackpot, and to improve the interest in the game.

[0292] Although the examples and other aspects have been described above as embodiments of the present invention, the present invention is not limited to these, and is not limited to the wording of each claim as long as it does not deviate from the scope of each claim, and is within the scope of what a person skilled in the art can easily replace, and can appropriately add improvements based on the knowledge that a person skilled in the art normally has. In addition, two or more of the above-mentioned inventions may be appropriately combined and implemented.

[0293] [Other aspects] In the above-mentioned embodiment, the number of rounds in the big win game is two types, "2R" and "15R", but the number of rounds is not limited to this, and the number of rounds may be three or more types, or may be only one type. Furthermore, the opening pattern of the first big win opening 30 and the second big win opening 35 (V attacker) is not limited to the above-mentioned embodiment, and for example, the opening time and the number of openings per round can be various.

[0294] In the above-mentioned embodiment, the possibility of V passing is set to be high (easy) or low (substantially impossible) depending on the length of the opening time of the second large winning opening 35 (V attacker) in the V round. That is, when the opening time of the second large winning opening 35 in the V round is relatively long, it becomes easy for the game ball to enter the second large winning opening 35, and at least one of the game balls that entered the second large winning opening 35 passes through the specific area 39 with almost certainty, while when the opening time of the second large winning opening 35 in the V round is relatively short, it becomes difficult (substantially impossible) for the game ball to enter the second large winning opening 35, and thus the game ball does not pass through the specific area 39. Instead of this, a movable piece that opens and closes the specific area may be provided, and the movable piece may be operated based on the number of balls that enter the second large winning opening 35 in the V round (a count value by the ball number counting means), and the possibility of V passing may be different depending on the operating mode.

[0295] For example, when the movable piece is operated based on a first predetermined number (e.g., the first ball) of balls entering the second large prize opening 35 in the V round, the movable piece is operated in a manner that makes the V passage less likely (substantially impossible), and when the movable piece is operated based on a second predetermined number (e.g., any one of the second ball to a specified number) of balls entering the second large prize opening 35, the movable piece is operated in a manner that makes the V passage more likely. Then, a jackpot in which the movable piece only operates in a manner that makes the V passage less likely in the V round, that is, a jackpot in which the movable piece only operates based on the first predetermined number of balls entering the second large prize opening 35, may be a "V non-passing jackpot," and a jackpot in which the movable piece may operate in a manner that makes the V passage less likely and a jackpot in which the movable piece operates based on the first predetermined number of balls entering the second large prize opening 35 and the second predetermined number of balls entering the second large prize opening 35 may be a "V passing jackpot." With this configuration, as in the previously described embodiments, it is possible to determine whether or not the probability fluctuation function is activated (whether or not a high probability state occurs) based on whether or not the gaming ball passes through a specific area.

[0296] In the above-mentioned embodiment, a game privilege is given to a player to generate a high probability state based on the game ball passing through the specific area 39 in the V round during a big win game (special game), but the privilege in the present invention is not limited to the occurrence of a high probability state. For example, the content (type) of the privilege is not important as long as it gives some kind of benefit to the player, such as a high base state that increases the frequency of the game ball entering the starting hole, or a fluctuation time shortening state (time shortening state) that shortens the fluctuation time of the identification information than usual. In addition, the privilege may be given to one or more players based on the game ball passing through a specific area.

[0297] In the above-mentioned embodiment, the present invention is applied to a pachinko machine having a specific area 39 as a probability change operation port (so-called "V certain machine"). However, the present invention is not limited to this, and can be applied to a type of gaming machine (so-called "pattern probability change machine") that does not have a specific area 39 in the large prize winning port and determines whether or not to grant a high probability state based on the result of the special pattern hit / miss judgment (the type of the jackpot pattern stopped and displayed). Alternatively, the present invention can be applied to a type of gaming machine that does not have a probability fluctuation function. In addition, the present invention can also be applied to a type 1 / 2 type pachinko gaming machine that has a specific area (V area) in the large prize winning port that can be entered when the result of the special pattern hit / miss judgment is a small hit, and when a game ball that enters the large prize winning port passes through the specific area (V passing) during a small hit game, it becomes a jackpot, and the jackpot game is executed based on the V passing.

[0298] In the above-mentioned embodiment, a control process (so-called special pattern 2 priority change) was adopted in which the second special pattern reservation (display of the change of the second special pattern) is consumed in priority to the first special pattern reservation (display of the change of the first special pattern), but this is not limited to this, and a control process (so-called special pattern 1 priority change) in which the first special pattern reservation is consumed in priority to the second special pattern reservation may be used. Alternatively, a control process (so-called ball entry order (storage order) change) in which the oldest special pattern reservation among the first special pattern reservation and the second special pattern reservation are consumed in order without setting a priority between the consumption of the first special pattern reservation and the consumption of the second special pattern reservation may be used. In addition, instead of the special pattern 2 priority change in the above-mentioned embodiment, a control process (so-called special pattern 1, 2 simultaneous change) in which the display of the change of the first special pattern and the display of the change of the second special pattern (the consumption of the first special pattern reservation and the consumption of the second special pattern reservation) are executed in parallel may be adopted.

[0299] [others] As a reference invention for the gaming machine described above, the following may be adopted. (Reference invention 1) In conventional gaming machines, when the ball enters a specific entrance, the interest in the game is increased, but the output manner of the game sounds is uniform, which may lead to a decrease in the interest in the game. This reference invention 1 was made in consideration of the above-mentioned circumstances, and provides a highly entertaining gaming machine with diversified output manner of the game sounds.

[0300] The gaming machine of Reference Invention 1-1 for solving the above-mentioned problems is as follows: an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a variable ball entry port that can be changed between a ball entry possible state where the game ball can enter and a ball entry impossible state where the game ball cannot enter; and a special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A first ball entrance through which game balls can enter; A second ball entrance through which game balls can enter; a game sound output means capable of outputting a special game sound related to a game based on a ball entering the first ball entrance or the second ball entrance; and a ball entry possibility control means for changing the relative ball entry possibility between the first ball entry port and the second ball entry port, At least one of the first ball entry port and the second ball entry port is an entry port in which the possibility of the game ball entering is variable, the ball entry possibility control means sets a first ball entry possibility state in which a ball is more likely to be entered through the first ball entry port than through the second ball entry port based on the satisfaction of a first specific condition, and sets a second ball entry possibility state in which a ball is more likely to be entered through the second ball entry port than through the first ball entry port based on the satisfaction of a second specific condition, The game sound output means includes: In the first ball entry possibility state, when the game ball enters the first ball entry port, the special game sound is not output, and when the game ball enters the second ball entry port, the special game sound is output; In the second ball entry possibility state, the special game sound is not output in either case of the game ball entering the first ball entry port or the game ball entering the second ball entry port. It is characterized by the above.

[0301] According to such a gaming machine, the gaming machine includes a first ball entry port, a second ball entry port, a ball entry possibility control means for changing the relative ball entry possibility between the first ball entry port and the second ball entry port, and a game sound output means for outputting a special game sound related to a game. When a first specific condition is satisfied, a first ball entry possibility state is set in which the ball is more likely to enter the first ball entry port than the second ball entry port, and when a second specific condition is satisfied, a second ball entry possibility state is set in which the ball is more likely to enter the second ball entry port than the first ball entry port. In the first ball entry possibility state, if the ball enters the first ball entry port, which has a high ball entry possibility, the special game sound is not output, and if the ball enters the second ball entry port, which has a relatively low ball entry possibility, the special game sound is output. In the second ball entry possibility state, if the ball enters either the first ball entry port or the second ball entry port, the special game sound is not output.

[0302] In this way, by relatively changing the probability of a ball entering the first ball entrance and the second ball entrance, multiple ball entrance possibility states are generated, and there is a state in which a special game sound is output when the ball enters the ball entrance with a low probability of entering, and a state in which the special game sound is not output regardless of which ball entrance the ball enters. This makes it possible to draw attention to the output of the special game sound and increase interest in the game.

[0303] The special game sound is output when the game ball enters the ball entry hole set according to the game state. For example, by setting the ball entry hole to a relatively difficult one (difficult to enter the ball), and using special sound effects such as "Wow, you entered it!!" or "That's a difficult ball entry hole, wow!!" to praise the ball entry, it is possible to increase the interest in the game by outputting the special sound effects. In addition, by setting the special sound effects to notify information about the game (for example, "The game state is currently favorable for the player", "The current probability of a big hit on the game machine is 1 / 80", "The game is currently in a left area firing state", "The reliability of a specific reach is 50% or more", etc.), it is possible to give the player notices and information about the game by the ball entering by chance (rarely), and increase his interest in the game.

[0304] The special game sound may be output at a louder volume than the game sound output when the ball enters the first ball entrance. This makes it easier for the player to recognize that the special game sound output when the ball enters a ball entrance that is relatively difficult to enter (difficult to enter), is a special sound. This also makes it possible to attract the player's attention to the special game sound and make him pay attention to it.

[0305] The predetermined condition can be satisfied based on a ball entering the starting hole. At least one of the first ball entry hole and the second ball entry hole may be a ball entry hole (variable ball entry hole) that can be changed between a first state and a second state in which the game ball is more likely to enter than the first state. Both the first ball entry hole and the second ball entry hole may be starting holes (special chart starting holes) that variably display the identification information depending on the ball entry.

[0306] In addition, the gaming machine of Reference Invention 1-2 is the gaming machine of Reference Invention 1-1, the ball entry possibility control means sets a third ball entry possibility state in which a ball entry into the second ball entry hole is more likely than the first ball entry hole based on the establishment of a third specific condition, The game sound output means is characterized in that, in the third ball entry possibility state, when the game ball enters the first ball entry port, the game sound output means outputs the special game sound, and when the game ball enters the second ball entry port, the game sound output means does not output the special game sound.

[0307] According to such a gaming machine, when a third specific condition is established, a third ball entry possibility state is set in which the ball is more likely to enter the second ball entry port than the first ball entry port. In the third ball entry possibility state, the special game sound is not output when the ball enters the second ball entry port, which has a higher probability of entering the ball, and the special game sound is output when the ball enters the first ball entry port, which has a relatively lower probability of entering the ball. This diversifies the output patterns of the special game sound (including a state in which the special game sound is not output), draws attention to the output of the special game sound, and makes it possible to increase interest in the game.

[0308] In addition, the gaming machine of Reference Invention 1-3 is the gaming machine of Reference Invention 1-1 or Reference Invention 1-2, the ball entry possibility control means sets a fourth ball entry possibility state in which a ball entry into the first ball entry port is more likely than the second ball entry port based on the establishment of a fourth specific condition, the fourth ball scoring possibility state is a game state that is more advantageous to a player than any of the first ball scoring possibility state, the second ball scoring possibility state, and the third ball scoring possibility state; The game sound output means is characterized in that in the fourth ball entry possibility state, when the game ball enters the first ball entry port, it outputs the special game sound, and when the game ball enters the second ball entry port, it does not output the special game sound.

[0309] According to such a gaming machine, when the fourth specific condition is satisfied, a fourth ball entry possibility state is set in which the probability of the ball entering the first ball entry port is higher than that of the second ball entry port. The fourth ball entry possibility state is set as a gaming state more advantageous to the player than the first, second, and third ball entry possibility states, and in this state, if the ball enters the second ball entry port, which has a lower probability of entering the ball, the special game sound is not output, but if the ball enters the first ball entry port, which has a relatively higher probability of entering the ball, the special game sound is output. As a result, in the special fourth ball entry possibility state, which is advantageous to the player, the possibility of the special game sound being output is increased, and the output patterns of the special game sound (including a state where it is not output) are diversified, so that the player can pay attention to the output of the special game sound and increase interest in the game.

[0310] In addition, in the fourth ball entry possibility state, which is a special game state that is more advantageous to the player than other game states, the ball entry port through which the ball can be easily entered is set as the ball entry port from which the special game sound is output. This increases the possibility of the special game sound being output, and increases the interest in the game. In this case, the special game sound may not be output at a high volume, but may be output at a volume equivalent to the game sound output when the ball enters the second ball entry port. This makes it possible to set the volume low in a state in which the possibility of the special game sound being output is high, and to prevent a decrease in interest in the game from being caused by frequent output of a high volume.

[0311] According to the gaming machine of the present Reference Invention 1, it is possible to diversify the output modes of gaming sounds and provide a gaming machine with high intrigue.

[0312] (Reference invention 2) In conventional gaming machines, the game sounds that are output together with the changing display of symbols and reach effects increase the interest in the game, but the output manner of the game sounds is uniform, which may lead to a decrease in interest in the game. This reference invention 2 was made in consideration of the above-mentioned circumstances, and provides a highly entertaining gaming machine that diversifies the output manner of the game sounds.

[0313] The gaming machine of Reference Invention 2-1 is as follows: an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a variable ball entry port that can be changed between a ball entry possible state where the game ball can enter and a ball entry impossible state where the game ball cannot enter; and a special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A game effect sound selection means for selecting a predetermined game effect sound from a plurality of game effect sounds; a game effect sound output means for outputting the game effect sound selected by the game effect sound selection means; a game effect image selection means for selecting a predetermined game effect image from a plurality of game effect images; A game effect image display means for displaying the game effect image selected by the game effect image selection means on a display unit, The game effect image includes a common game effect image corresponding commonly to a plurality of game effect sounds, and a plurality of individual game effect images corresponding individually to the plurality of game effect sounds, The game effect sound selected by the game effect sound selection means and the game effect image selected by the game effect image selection means are executed in parallel, A first game condition is determined in advance and may be satisfied during a game. When the game performance sound is output by the game performance sound selection means selecting the game performance sound before the first game condition is established, the common game performance image is displayed regardless of the type of the game performance sound being output. After the first game condition is established, when the game performance sound selection means selects a game performance sound and the selected game performance sound is output, the individual game performance image corresponding to the game performance sound is displayed according to the type of the game performance sound being output. It is characterized by the above.

[0314] According to such a gaming machine, the gaming machine includes a gaming performance sound output means for selecting a predetermined gaming performance sound from a plurality of gaming performance sounds and outputting the selected gaming performance sound, and a gaming performance image display means for selecting a predetermined gaming performance image from a plurality of gaming performance images and displaying the selected gaming performance image on a display unit. The gaming machine also includes a common gaming performance image commonly corresponding to the plurality of gaming performance sounds and a plurality of individual gaming performance images individually corresponding to each of the plurality of gaming performance sounds, and the gaming performance sounds and the gaming performance images are executed in parallel. Before the first gaming condition is established, the common gaming performance image is displayed regardless of the type of gaming performance sound being output, and after the first gaming condition is established, the individual gaming performance image corresponding to the gaming performance sound is displayed depending on the type of gaming performance sound being output. This changes the correspondence between the gaming performance sound and the gaming performance image before and after the first gaming condition is established during a game, diversifying the gaming performance, preventing boredom in the game, and making it possible to increase interest in the game.

[0315] In addition, the gaming machine of Reference Invention 2-2 is the gaming machine of Reference Invention 2-1, The game effect sound selection means has a first period during which a predetermined game effect sound can be selected from a plurality of game effect sounds, and a second period during which a game effect sound cannot be selected, The first gaming condition is characterized in that it can be established during the first period.

[0316] According to such a gaming machine, there is a first period during which a game effect sound can be selected and a second period during which a game effect sound cannot be selected, and the first game condition can be established during the first period during which a game effect sound can be selected. As a result, the first game condition is established during a period during which the game effect sound being executed can be changed to another game effect sound, and the establishment of the first game condition changes the correspondence between the game effect sound and the game effect image, making it possible to diversify the game effects.

[0317] In addition, the gaming machine of Reference Invention 2-3 is the gaming machine of Reference Invention 2-1, The first game condition is characterized in that it is established based on the game ball entering a predetermined ball entry hole.

[0318] According to such a gaming machine, the first gaming condition is established based on the game ball entering a predetermined ball entrance. As a result, the first gaming condition is established based on the player's ball entering the predetermined ball entrance, and the relationship between the game performance sound and the game performance image changes depending on the player's own play, which prevents the player from getting bored with the game and makes it possible to increase the interest in the game.

[0319] In addition, the gaming machine of Reference Invention 2-4 is the gaming machine of Reference Invention 2-1, A second game condition is determined in advance and may be satisfied during the game. After the first game condition is established, the individual game presentation image corresponding to the game presentation sound being output is displayed depending on the type of game presentation sound being output, and then, when the second game condition is established, the common game presentation image is displayed regardless of the type of game presentation sound being output.

[0320] According to such a gaming machine, in addition to the first gaming condition, there is a second gaming condition. Furthermore, after the first gaming condition is established, the second gaming condition is established in a situation where an individual gaming effect image corresponding to the selected and output gaming effect sound is displayed. After that, the common gaming effect image is displayed regardless of the type of the output gaming effect sound. This changes the correspondence between the gaming effect sound and the gaming effect image before and after the first gaming condition and the second gaming condition are established, diversifying the gaming effects, preventing boredom in the game, and making it possible to increase the interest in the game.

[0321] Also, the game device may be provided with an input means that allows a player to input, and a predetermined game effect sound output by the game effect sound output means may be selected from a plurality of game effect sounds (game music) by input to the input means. The game device may be provided with a game effect sound storage means that stores a plurality of game effect sounds (game music) with different tones, and a game effect image storage means that stores a plurality of game effect images (game moving images) with different display modes. Also, at least a part (or all) of the game effect sounds (game music) selectable by the game effect sound selection means may be different before and after the first game condition is established.

[0322] According to the gaming machine of Reference Invention 2, it is possible to diversify the output modes of gaming sounds and provide a gaming machine with high intrigue.

[0323] (Reference invention 3) In conventional gaming machines, the game sounds output together with the game effects enhance the interest of the player, but the execution modes of the game effects and game sounds are uniform, which may lead to a decrease in the interest of the player. This reference invention 3 was made in consideration of the above-mentioned circumstances, and provides a highly entertaining gaming machine that diversifies the execution modes of game effect images and game effect sounds.

[0324] The gaming machine of Reference Invention 3-1 is as follows: an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a variable ball entry port that can be changed between a ball entry possible state where the game ball can enter and a ball entry impossible state where the game ball cannot enter; A display unit that displays a game performance image; A game effect sound output means for outputting a game effect sound; and a special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A special notification effect is provided to indicate the possibility of executing the special game, The special notification effect is an effect in which character information is displayed on the display unit and the character information displayed on the display unit is output by the game effect sound output means as a sound, As the special notification performance, a first special notification performance in which the character information is displayed on the display unit in a stopped state, and a second special notification performance in which the character information is displayed on the display unit in a moving state, The second special notification effect indicates a higher possibility of execution of the special game than the first special notification effect. It is characterized by the above.

[0325] According to such a gaming machine, a display unit that displays a game performance image and a game performance sound output means that outputs a game performance sound are provided, and the special notification performance indicating the possibility of execution of a special game is a performance in which text information is displayed on the display unit and the text information displayed on the display unit is output by the game performance sound output means as a sound. In addition, the special notification performance includes a first special notification performance that displays text information in a stopped state and a second special notification performance that displays text information in an operating state, and the second special notification performance indicates a higher possibility of execution of a special game than the first special notification performance. This makes it possible to diversify the game performance by the display state of the text information and the sound output, and to indicate the possibility of execution of a special game to a player by the execution state. This also makes it possible to improve the player's interest in the game.

[0326] In addition, the gaming machine of Reference Invention 3-2 is the gaming machine of Reference Invention 3-1, The character information includes first character information and second character information different from the first character information, The first special notification effect is an effect in which the first character information is displayed in a stopped state on a display unit, The second special notification effect is characterized in that it is an effect in which the second text information is displayed in an operational manner on a display unit.

[0327] According to such a gaming machine, the first special notification effect is an effect in which the first character information is displayed in a stopped state, and the second special notification effect is an effect in which the second character information is displayed in an operating state. As a result, the character information displayed in a stopped state in the first special notification effect and the character information displayed in an operating state in the second special notification effect differ not only in display mode but also in the character information itself, so that the player can easily recognize the difference between the special notification effects and can easily grasp the possibility of playing a special game. This also makes it possible to increase the interest in the game.

[0328] In addition, the gaming machine of Reference Invention 3-3 is the gaming machine of Reference Invention 3-1, The character information displayed in a moving manner in the second special notification performance is characterized in that it is displayed in a larger size than the character information displayed in a stopped manner in the first special notification performance.

[0329] According to such a gaming machine, the text information displayed in the operating mode in the second special notification performance is displayed in a larger size than the text information displayed in the stopped mode in the first special notification performance. In the second special notification performance, which indicates a higher possibility of a special game being played than the first special notification performance, the text information is displayed in an operating mode in a more conspicuous manner than the stopped mode, and the display size is made larger. This increases attention to the second special notification performance, and the player who sees it noticeably increases his or her expectations for the special game. This also makes it possible to increase the interest in the game.

[0330] In the special notification effect, a specific character is displayed on the display unit, and the text information displayed and output (audio output) in the special notification effect is displayed in parallel with the specific character. The text information is then displayed and output (audio output) as text information uttered by the specific character. The specific characters displayed in the first special notification effect and the second special notification effect may be the same character or different characters. Different types of characters may be indicated (indicated) as the possibility of execution of a special game (jackpot reliability). For example, the first character indicates a higher possibility than the second character.

[0331] The character information (first character information) displayed in the first special notification effect and the character information (second character information) displayed in the second special notification effect may have different display sizes or colors. The second special notification effect, which indicates a high jackpot reliability, can be displayed in a large size to make it easier for the player to recognize it. The second special notification effect, which indicates a high jackpot reliability, can be displayed in a conspicuous color to make it easier for the player to recognize it. For example, the character information displayed in the first special notification effect can be displayed in white or blue characters, and the character information displayed in the second special notification effect can be displayed in red, gold, or rainbow colors. Any two or more of these may be combined.

[0332] In the above-mentioned embodiment, the first special notification effect and the second special notification effect notify different possibilities for the execution of the special game. Instead of this embodiment, the first special notification effect and the second special notification effect may not notify different possibilities for the execution of the special game, that is, both notification effects (preview effects) may have the same jackpot reliability. Even in this case, it is possible to increase the interest in the game by using special notification effects with different execution modes.

[0333] According to the gaming machine of the present Reference Invention 3, it is possible to provide a highly innovative gaming machine in which the execution modes of game performance images and game performance sounds are diversified. [Explanation of symbols]

[0334] 1 Pachinko game machine, 2 Game board,...

Claims

1. an identification information display means for variably displaying the identification information based on the establishment of a predetermined condition; a variable ball entry port that can be changed between a ball entry possible state where the game ball can enter and a ball entry impossible state where the game ball cannot enter; and a special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A game effect sound selection means for selecting a predetermined game effect sound from a plurality of game effect sounds; a game effect sound output means for outputting the game effect sound selected by the game effect sound selection means; a game effect image selection means for selecting a predetermined game effect image from a plurality of game effect images; A game effect image display means for displaying the game effect image selected by the game effect image selection means on a display unit, The game effect image includes a common game effect image corresponding commonly to a plurality of game effect sounds, and a plurality of individual game effect images corresponding individually to the plurality of game effect sounds, The game effect sound selected by the game effect sound selection means and the game effect image selected by the game effect image selection means are executed in parallel, A first game condition is determined in advance and may be satisfied during a game. When the game performance sound selection means has selected a game performance sound before the first game condition is established, the common game performance image is displayed regardless of the type of the game performance sound being output. After the first game condition is established, when the game effect sound selection means selects a game effect sound and the selected game effect sound is output, the individual game effect image corresponding to the game effect sound is displayed according to the type of the game effect sound being output. A gaming machine characterized by:

2. The game effect sound selection means has a first period during which a predetermined game effect sound can be selected from a plurality of game effect sounds, and a second period during which a game effect sound cannot be selected, 2. The gaming machine according to claim 1, wherein the first gaming condition can be satisfied during the first period.

3. 2. The gaming machine according to claim 1, wherein the first gaming condition is established based on the gaming ball entering a predetermined ball entry opening.

4. A predetermined second game condition that can be satisfied during a game is provided, The gaming machine described in claim 1, characterized in that after the first gaming condition is established, the individual gaming presentation image corresponding to the type of gaming presentation sound being output is displayed depending on the type of gaming presentation sound being output, and then, when the second gaming condition is established, the common gaming presentation image is displayed regardless of the type of gaming presentation sound being output.

Citation Information

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