Gaming Machines

By introducing movable pseudo-moving object display and specific light emission effects into the game console, the synchronization problem of light emission effects and display effects in the prior art is solved, and the player recognition rate and the attractiveness of the game console are improved.

JP7666896B2Active Publication Date: 2025-04-22SANKYO CO LTD
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Patent Information

Application Number
JP2020041576
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-03-11
Publication Date
2025-04-22
Estimated Expiration
2040-03-11

AI Technical Summary

Technical Problem

The synchronization problem of existing gaming machines between specific light emission effects and display effects makes it difficult for players to identify target display effects.

Method used

By introducing movable pseudo-moving object display and specific light emission effects into the game console, it is ensured that the light emission effects are recognized by the player before the display effect is completed, and switching of specific light emission modes is performed during the display effect.

Benefits of technology

It improves players' recognition rate of specific display effects, enhances the attractiveness of the game console and the sense of participation of players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of allowing a player to easily recognize specific display as an object of a specific light emitting performance.SOLUTION: A ratio of control to an advantageous state is higher when a specific light emitting performance is executed than when a specific light emitting performance is not executed, first light emitting means emits light in a mode corresponding to a specific light emitting performance during a first period from start of the specific light emitting performance to predetermined timing and a second period from predetermined timing to specific timing of variable display as an object of the specific light emitting performance, and second light emitting means emits light in a mode corresponding to a specific light emitting performance during the first period, and emits light in a mode corresponding to variable display under execution during the second period. In a variable display period of a pattern based on a variation pattern of super-ready-to-win β or super-ready-to-win γ, a degree of expectation toward a jackpot is higher when a development performance A using an equipped movable body and a development performance B using second pseudo movable body display are executed than when the development performance A is not executed but the development performance B is executed.SELECTED DRAWING: Figure 10-28
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine that can execute variable displays and can be controlled to an advantageous state that is advantageous to the player. [Background technology]

[0002] Some conventional gaming machines are capable of displaying a specific display (a pending display or an active display) on a display means based on the fulfillment of a predetermined condition (the game ball entering the starting area), and also of executing a pre-reading prediction that suggests that a variable display based on the fulfillment of the predetermined condition will be controlled to an advantageous state even before the variable display begins.

[0003] Furthermore, some conventional gaming machines are capable of executing a pre-reading notice (specific light-emitting effect) by illuminating a light-emitting means provided in the gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-105941 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in Patent Document 1, depending on the timing at which the display of the specific display begins and the timing at which the specific light-emitting effect begins, it is possible that it may become difficult for the player to recognize the specific display that is the target of the specific light-emitting effect.

[0006] The present invention has been made in response to such problems, and aims to provide a gaming machine that makes it easier for players to recognize specific displays that are the subject of specific light-emitting effects. [Means for solving the problem]

[0007] The gaming machine of means A is A gaming machine capable of executing variable display and controlling it to an advantageous state that is advantageous to a player, a light emitting means capable of emitting light; a display means capable of displaying a specific display corresponding to a variable display and capable of moving and displaying a pseudo-movable body display from a first display position to a second display position different from the first display position; and a performance execution means capable of executing a specific display performance that displays the specific display and a specific light emission performance that causes the light emitting means to emit light, based on the establishment of a start condition; The performance execution means executing the specific light-emitting effect so that the light emitted by the light-emitting means can be recognized by a player before the display of the specific display is completed in the specific display effect; A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A specific effect can be executed before the special effect is executed, The display means In the specific performance, the pseudo-movable object display can be moved and displayed, When the pseudo-movable object display is moved and displayed in the specific performance, after the pseudo-movable object display is moved and displayed from the first display position to the second display position, , without moving the display from the second display position. It can be hidden, In the special effect, a predetermined pseudo-movable body display different from the pseudo-movable body display can be moved and displayed, The rate at which the specific light-emitting effect is controlled to an advantageous state is higher when the specific light-emitting effect is executed than when the specific light-emitting effect is not executed, The specific light-emitting effect is an effect in which, during a first period from the start of the specific light-emitting effect to a predetermined timing, the light-emitting means emits light in a predetermined manner that is a manner that corresponds to the specific light-emitting effect, and during a second period from the predetermined timing to a specific timing of a variable display that is the target of the specific light-emitting effect, the light-emitting means emits light in a specific manner that is less emphasized than the predetermined manner, The specific timing is a timing before a timing at which a variable display result in the variable display that is the target of the specific light-emitting performance is derived. It is characterized by the following. Furthermore, the gaming machine of means 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can execute variable display and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, Light-emitting means capable of emitting light (for example, a main lamp 9a, a frame lamp 9b, an attack lamp 9c, a movable body lamp 9d, a winning flash lamp 135SG009F), A display means (for example, an image display device 5) capable of displaying a specific display (for example, a hold display and an active display) corresponding to the variable display; A performance execution means (for example, a performance control CPU 120) capable of executing a specific display performance (for example, a part that displays a pending display or an active display in one of display patterns α to γ) that displays the specific display based on the establishment of a predetermined condition (for example, the occurrence of a start winning), and a specific light emitting performance (for example, a flash performance when a winning is made) that causes the light emitting means to emit light; Equipped with The effect execution means executes the specific light-emitting effect so that the light emitted by the light-emitting means can be recognized by the player before the display of the specific display is completed in the specific display effect (for example, as shown in Figures 10-28, 10-29(A) to 10-32(H), and 10-49(A) to 10-50(D), a part that lights up the winning flash lamp 135SG009F before the display of the hold display is completed), The probability of being controlled to an advantageous state is higher when the specific light-emitting effect is executed than when the specific light-emitting effect is not executed (for example, as shown in FIG. 10-24, when the flash effect at the time of winning is executed, the probability of being controlled to a jackpot game state is higher than when the flash effect at the time of winning is not executed), The light emitting means includes a first light emitting means (for example, a winning flash lamp 135SG009F) and a second light emitting means different from the first light emitting means (for example, a main lamp 9a, a frame lamp 9b, an attack lamp 9c, and a movable body lamp 9d), The first light-emitting means emits light in a manner corresponding to the specific light-emitting effect during a first period from the start of the specific light-emitting effect to a predetermined timing (for example, the period from the start of the early-stage winning flash effect to the end timing of the early-stage winning flash effect) and a second period from the predetermined timing to a specific timing of the variable display that is the target of the specific light-emitting effect (for example, the period from the start of the late-stage winning flash effect to the start timing of the reach effect of the variable display that is the target of the winning flash effect). (For example, as shown in FIG. 10-28, the winning flash lamp 135SG009F flashes at a brightness C1 and a cycle T1 during the execution period of the early-stage winning flash effect, and flashes at a brightness C2 and a cycle T2 during the execution period of the late-stage winning flash effect). The second light-emitting means emits light in a manner corresponding to the specific light-emitting effect during the first period, and emits light in a manner corresponding to the variable display being executed during the second period (for example, as shown in FIG. 10-28, the main lamp 9a, the frame lamp 9b, the attacca lamp 9c, and the movable body lamp 9d flash with brightness C1 and cycle T1 during the execution period of the flash effect at the time of early winning, and flash with brightness C2 and cycle T0 during the execution period of the flash effect at the time of late winning), The effect execution means can start the specific light-emitting effect before the start of the specific display effect (for example, as shown in Figures 10-29(A) to 10-32(H), when executing the specific display start effect B, the winning flash lamp 135SG009F, main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d light up as the winning flash effect from a timing before the start of the display of the pending display or active display), moreover, the display means is capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position, a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, since the light emitting means emits light before the display of the specific display is completed, it becomes easier for the player to recognize the specific display that is the target of the specific light emitting effect, and since the specific light emitting effect can be made to stand out more by causing not only the first light emitting means but also the second light emitting means to emit light in a manner corresponding to the specific light emitting effect during the first period of the specific light emitting effect, it becomes even easier for the player to recognize the specific display that is the target of the specific light emitting effect. Furthermore, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo-movable body display effect.

[0008] Furthermore, the embodiments for carrying out the inventions described below include the following invention (A) relating to a gaming machine. Conventionally, gaming machines have been capable of executing effects using movable bodies, such as those shown in JP 2019-92949 A, and by displaying a pseudo-movable body display in a moving manner, effects similar to effects in which a movable body as a structure is moved can be executed. However, such gaming machines have a problem in that they simply display a pseudo-movable body in the same way as a movable body, and are unable to enhance the entertainment value of the effects. In light of this, there is a need for a gaming machine that can enhance the entertainment value of the pseudo-movable body display.

[0009] The gaming machine according to the means (A) A gaming machine that can be controlled to an advantageous state that is advantageous to a player, a display means capable of moving and displaying the pseudo movable body display from a first display position to a second display position different from the first display position; a movable body movable from a first position to a second position different from the first position; a performance execution means capable of executing a performance; Equipped with The performance execution means a pseudo-movable body display effect in which the pseudo-movable body display is moved from the first display position to the second display position; A movable body effect of moving the movable body from the first position to the second position; is executable, When the performance execution means executes the movable body performance and the pseudo-movable body display performance for a predetermined period, the rate of being controlled to the advantageous state is higher than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance for the predetermined period. It is characterized by the following. According to this feature, it is possible to draw the player's attention to the execution of the movable body effect and the pseudo movable body display effect.

[0010] Furthermore, the present invention may have only the invention-specifying matters set forth in the claims of the present invention, or may have the invention-specifying matters set forth in the claims of the present invention as well as configurations other than the invention-specifying matters. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 3] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 4]10 is a flowchart showing an example of a game control main process. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 8] 10 is a flowchart showing an example of a performance control main process. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 10-2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 10-3] FIG. 2 is a front view of the image display device. [Figure 10-4] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 10-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 10-6] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 10-7] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 10-8] FIG. 10 is a diagram illustrating a variation pattern. [Figure 10-9] 10 is an explanatory diagram showing the relationship between variable display results and variation patterns. FIG. [Figure 10-10] 10 is a block diagram showing an example of the configuration of a game control data retention area. FIG. [Figure 10-11] (A) is a block diagram showing an example of the configuration of the data holding area for performance control, (B) is a diagram showing an example of the configuration of the command buffer received at the time of starting winning, and (C) is a diagram showing an example of the configuration of the active display buffer. [Figure 10-12] 10 is a flowchart showing an example of a start winning determination process. [Figure 10-13] 10 is a flowchart showing an example of a random number value determination process when a prize is won. [Figure 10-14] 10 is a flowchart illustrating an example of a command analysis process. [Figure 10-15] 10 is a part of a flowchart showing an example of a performance control process. [Figure 10-16] 10 is a flowchart illustrating an example of a pre-reading notice setting process. [Figure 10-17] This figure shows whether or not a pending display preview effect is executed as a preview, and the display pattern determination ratio. [Figure 10-18] 10 is a part of a flowchart showing an example of a specific display start effect execution process. [Figure 10-19] A figure showing the presentation mode of specific display start presentation A. [Figure 10-20] A figure showing the presentation mode of specific display start presentation B. [Figure 10-21] 10 is a flowchart showing an example of a flash effect execution process when a prize is won. [Figure 10-22] 10 is a flowchart showing an example of a flash effect execution process when a prize is won. [Figure 10-23] An explanatory diagram showing the presentation modes of the flash presentation when winning in the early stage and the flash presentation when winning in the later stage. [Figure 10-24] A diagram showing the execution rate of flash effects when winning. [Figure 10-25] 10 is a flowchart showing an example of a variable display effect process. [Figure 10-26] (A) is a front view of a pachinko gaming machine with the game effect lamp lit at high brightness (C1), and (B) is a front view of a pachinko gaming machine with the game effect lamp turned off. [Figure 10-27] This is a front view of a pachinko gaming machine in which the game effect lamp is lit at low brightness (C2), and a front view of a pachinko gaming machine showing the transition of the light emission mode of the game effect lamp when the game effect lamp is lit at low brightness. [Figure 10-28]This is a timing chart showing the timing of outputting a sound corresponding to the winning flash effect when a starting winning occurs that is the subject of the winning flash effect, lighting up the winning flash lamp, game effect lamp and starting gate lamp, and displaying the effect image and silhouette image. [Figure 10-29] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-30] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-31] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-32] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-33] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-34] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-35] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-36] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-37] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-38] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-39] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-40] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-41] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-42] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-43] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-44] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-45] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-46] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-47] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-48] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-49] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-50] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-51] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-52] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-53] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-54] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-55] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-56] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-57] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-58] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-59] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-60] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-61] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-62] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-63] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-64] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-65] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-66] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-67] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-68]This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display. [Figure 10-69] This is a timing chart showing the timing of output of the winning flash effect corresponding sound when a starting winning occurs that is the target of the winning flash effect in the modified example, lighting of the winning flash lamp, game effect lamp and starting gate lamp, and display of the effect image and silhouette image. [Figure 10-70] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-71] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-72] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-73] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-74] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-75] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-76] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-77] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-78] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-79] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-80] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-81] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-82] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-83] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-84] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-85] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-86] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-87] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-88] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-89] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-90] This is a timing chart showing the timing of lighting up the winning flash lamp, game effect lamp and starting gate lamp, displaying the effect image and silhouette image, and operating the movable body in the modified example. [Figure 10-91] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-92]10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-93] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-94] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-95] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-96] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-97] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-98] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-99] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-100] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-101] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-102] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-103] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-104] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-105] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-106] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-107] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-108] 10 is a timing chart showing the timing of displaying a flash lamp and a silhouette image when a prize is won in a modified example. [Figure 10-109] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-110] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-111] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-112] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-113] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-114] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-115] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-116] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-117] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-118] 10A and 10B are diagrams showing the presentation style of the variable display that is the subject of the flash presentation when winning in the modified example. [Figure 10-119] A timing chart showing the timing of the operation of the winning flash lamp and the movable body in a modified example, and a diagram showing the determination ratio of the timing at which the light emission mode of the winning flash lamp changes. [Figure 10-120]This figure shows the display modes of the pending display and active display in the modified example, the suggested contents of each display mode, and the selection ratio when deciding to execute the slash effect when winning. [Figure 10-121] A figure showing the presentation style with pending display and active display when a flash presentation is executed when a prize is won in a modified example. [Figure 10-122] A figure showing the presentation style with pending display and active display when a flash presentation is executed when a prize is won in a modified example. [Figure 10-123] A figure showing the presentation style with pending display and active display when a flash presentation is executed when a prize is won in a modified example. [Figure 10-124] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-125] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-126] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-127] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-128] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-129] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 10-130] This figure shows the presentation style when a starting winning event that is the subject of a winning flash presentation occurs during variable display in a modified example. [Figure 11] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 12] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 13]10 is a flowchart showing an example of a performance control process. [Figure 14-1] FIG. 10 is a front view showing a pachinko gaming machine as a characteristic part 241SG. [Figure 14-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine as a characteristic part 241SG. [Figure 14-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 14-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 14-5] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 14-6] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 14-7] FIG. 10 is a diagram illustrating a variation pattern. [Figure 14-8] 10A and 10B are explanatory diagrams showing the relationship between variable display results and variation patterns. [Figure 14-9] This is a diagram showing the execution periods of various effects in normal reaches and super reaches. [Figure 14-10] This is a diagram to explain the content and configuration of various effects in super reach. [Figure 14-11] This is a diagram showing the expected probability of a jackpot depending on the execution status of development effects A and B. [Figure 14-12] FIG. 1 is an explanatory diagram showing an outline of the development process for a pachinko gaming machine. [Figure 14-13] 10A is a diagram showing the movement of the mounted movable body, and FIG. 10B is a diagram explaining the state in which the mounted movable body is lifted. [Figure 14-14] 10A is a diagram showing the movement display mode of the first pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the first non-mounted movable body. [Figure 14-15] 10A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 14-16]10A is a diagram showing the movable range of the mounted movable body, FIG. 10B is a diagram showing the movement display area of ​​the first pseudo movable body display, and FIG. 10C is a diagram showing the movement display area of ​​the second pseudo movable body display. [Figure 14-17] 10A is a diagram showing a specific movement display area of ​​the first pseudo movable object display, and FIG. 10B is a diagram showing a specific movement display area of ​​the second pseudo movable object display. [Figure 14-18] 10 is a flowchart showing a variable display start setting process. [Figure 14-19] 10 is a flowchart showing a preview performance type determination process. [Figure 14-20] 10A is a diagram showing a table for determining the type of preview performance A, and FIG. 10B is a diagram showing a table for determining the type of preview performance B. [Figure 14-21] 10A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 10B is a diagram showing a table for determining the type of advanced performance A. [Figure 14-22] 10A is a flowchart showing the process of determining the type of development suggestion effect, and FIG. 10B is a diagram showing a table for determining the type of development suggestion effect. [Figure 14-23] 10A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 10B is a diagram showing a table for determining the type of advanced performance B. [Figure 14-24] 10A is a flowchart showing the process of determining the type of final effect, and FIG. 10B is a diagram showing a table for determining the type of final effect. [Figure 14-25] (A) to (H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 14-26] (A) to (J) are diagrams showing examples of performance actions mainly in weak super reaches. [Figure 14-27] (A) to (F) are diagrams showing examples of the performance actions in the weak super reach. [Figure 14-28] (A) to (D) are diagrams showing examples of performance actions mainly in strong super reaches. [Figure 14-29] (E) to (J) are diagrams showing examples of the presentation operation of the strong super reach presentation. [Figure 14-30] (A) to (F) are diagrams showing examples of the performance operation after the jackpot confirmation notification. [Figure 14-31] 10(A) to 10(D) are diagrams showing details of the movement display of the first pseudo movable object display. [Figure 14-32] 10 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 14-33] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 14-34] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 14-35] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-36] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-37] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-38] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-39] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 14-40] FIG. 10 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. [Figure 14-41] 10(A) to 10(D) are diagrams showing a first modification of the characteristic portion 241SG. [Figure 14-42] 10(A) to 10(H) are diagrams showing a second modification of the characteristic portion 241SG. [Figure 14-43] 10(A) to 10(C) are diagrams showing a third modification of the characteristic portion 241SG. DETAILED DESCRIPTION OF THE INVENTION

[0012] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.

[0013] (form) The gaming machine of type 1 is A gaming machine (e.g., a pachinko gaming machine 1) that can execute variable display and can be controlled to an advantageous state (e.g., a jackpot gaming state) that is advantageous to a player, Light-emitting means capable of emitting light (for example, a main lamp 9a, a frame lamp 9b, an attack lamp 9c, a movable body lamp 9d, a winning flash lamp 135SG009F), A display means (for example, an image display device 5) capable of displaying a specific display (for example, a hold display and an active display) corresponding to the variable display; A performance execution means (for example, a performance control CPU 120) capable of executing a specific display performance (for example, a portion that displays a pending display or an active display in one of display patterns α to γ, a specific display start performance) that displays the specific display based on the establishment of a predetermined condition (for example, the occurrence of a start winning), and a specific light emitting performance (for example, a flash performance when a winning is made) that causes the light emitting means to emit light; Equipped with The effect execution means executes the specific light-emitting effect so that the light emitted by the light-emitting means can be recognized by the player before the display of the specific display is completed in the specific display effect (for example, as shown in Figures 10-28, 10-29(A) to 10-32(H), and 10-49(A) to 10-50(D), a part that lights up the winning flash lamp 135SG009F before the display of the hold display is completed), The probability of being controlled to an advantageous state is higher when the specific light-emitting effect is executed than when the specific light-emitting effect is not executed (for example, as shown in FIG. 10-24, when the flash effect at the time of winning is executed, the probability of being controlled to a jackpot game state is higher than when the flash effect at the time of winning is not executed), The light emitting means includes a first light emitting means (for example, a winning flash lamp 135SG009F) and a second light emitting means different from the first light emitting means (for example, a main lamp 9a, a frame lamp 9b, an attack lamp 9c, and a movable body lamp 9d), The first light-emitting means emits light in a manner corresponding to the specific light-emitting effect during a first period from the start of the specific light-emitting effect to a predetermined timing (for example, the period from the start of the early-stage winning flash effect to the end timing of the early-stage winning flash effect) and a second period from the predetermined timing to a specific timing of the variable display that is the target of the specific light-emitting effect (for example, the period from the start of the late-stage winning flash effect to the start timing of the reach effect of the variable display that is the target of the winning flash effect). (For example, as shown in FIG. 10-28, the winning flash lamp 135SG009F flashes at a brightness C1 and a cycle T1 during the execution period of the early-stage winning flash effect, and flashes at a brightness C2 and a cycle T2 during the execution period of the late-stage winning flash effect). The second light-emitting means emits light in a manner corresponding to the specific light-emitting effect during the first period, and emits light in a manner corresponding to the variable display being executed during the second period (for example, as shown in Figure 10-28, the main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d flash at brightness C1 and cycle T1 during the execution period of the flash effect when the early prize is won, and flash at brightness C2 and cycle T0 during the execution period of the flash effect when the late prize is won). According to this feature, the light-emitting means emits light before the display of the specific display is completed, making it easier for the player to recognize the specific display that is the target of the specific light-emitting effect; and during the first period of the specific light-emitting effect, not only the first light-emitting means but also the second light-emitting means are made to emit light in a manner corresponding to the specific light-emitting effect, making it even easier for the player to recognize the specific display that is the target of the specific light-emitting effect.

[0014] A gaming machine of a second aspect is the gaming machine according to the first aspect, The specific display performance is composed of an appearance performance section in which the appearance performance of the specific display is executed (for example, as shown in Figures 10-15, 10-30(D) to 10-32(H), and 10-49(B) to 10-50(D), the performance control CPU 120 executes a specific display start performance execution process to display an appearance animation in which the pending display or active display gradually appears from the bottom to the top), and a periodic performance section in which a periodic performance in which the display mode of the specific display periodically changes at a predetermined position after the appearance performance is executed (for example, as shown in Figures 10-15, 10-30(D) to 10-32(H), and 10-49(B) to 10-50(D), the performance control CPU 120 executes a specific display rotation display performance execution process to display the pending display or active display as a rotation animation). The timing at which the display of the specific display is completed is the timing at which the periodic effect starts (for example, as shown in Figures 10-19 and 10-20, the timing at which the appearance animation of the pending display or active display is completed and the rotation animation of these pending display or active display starts). It is characterized by the following. This feature can increase the player's attention to the specific display.

[0015] A gaming machine of form 3 is the gaming machine according to form 1 or form 2, The effect execution means can start the specific light-emitting effect before the start of the specific display effect (for example, as shown in Figures 10-29(A) to 10-32(H), when executing the specific display start effect B, the winning flash effect is performed by illuminating the winning flash lamp 135SG009F, main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d from a timing before the start of the display of the pending display or active display). It is characterized by the following. According to this feature, the specific light emitting effect starts before the specific display effect starts, so that the specific light emitting effect can be made to stand out more.

[0016] A gaming machine of form 4 is a gaming machine according to any one of forms 1 to 3, The specific display effect includes an appearance effect (for example, a specific display start effect) in which the specific display appears, The display means can display the specific display in a plurality of different display modes (for example, a specific display start performance A in which only an appearance animation is executed in which the pending display or the active display gradually appears from the bottom to the top, and a specific display start performance B in which an appearance animation is executed in which the pending display or the active display gradually appears from the bottom to the top after character A acts on the first pending memory display area 135SG005D or the active display area 135SG005A), The duration of the appearance effect varies depending on the display mode of the specific display (for example, specific display start effect A is 0.2 seconds, and specific display start effect B is 1.2 seconds), The specific light-emitting effect starts before the end timing of the shortest appearance effect (for example, as shown in Figures 10-28 and 10-49 (A) to 10-50 (D), the winning flash effect starts before the end timing of the specific display start effect A). It is characterized by the following. According to this feature, regardless of the display mode of the specific display, the specific light emitting effect can be started before the appearance effect ends, so that the player can reliably recognize the specific display that is the target of the specific light emitting effect.

[0017] A gaming machine of aspect 5 is a gaming machine according to any one of aspects 1 to 4, The effect execution means controls the first light-emitting means and the second light-emitting means to a low brightness state, and then starts the specific light-emitting effect (for example, as shown in Figures 10-28, 10-29(A), 10-29(B), 10-49(A), and 10-49(B), when it is determined to execute a flash effect at the time of winning based on the start winning, the flash lamp 135SG009F at the time of winning, the main lamp 9a, the frame lamp 9b, the attacca lamp 9c, and the movable body lamp 9d are temporarily turned off). It is characterized by the following. This feature makes it easier for players to recognize the start of a specific light-emitting effect. It should be noted that the "low luminance state" in the present invention includes not only a state in which light is emitted at low luminance but also a state in which no light is emitted.

[0018] A gaming machine of form 6 is a gaming machine according to any one of forms 1 to 5, The effect execution means controls the display means to a low visibility state and then starts the specific light emission effect (for example, as shown in variant example 135SG-11, in the case of executing a flash effect when a prize is won, the brightness of a backlight or the like built into the image display device 5 is temporarily reduced to reduce the visibility of the image displayed on the image display device 5, and then the flash effect when a prize is won is started). It is characterized by the following. This feature makes it easier for players to recognize the start of a specific light-emitting effect. In addition, the "low visibility state" in the present invention includes a state in which the visibility of the display means is reduced compared to the immediately preceding state, and also includes a state in which the visibility of the display is reduced by means other than reducing the brightness of the display means.

[0019] A gaming machine according to a seventh aspect is a gaming machine according to any one of the first to sixth aspects, The effect execution means is capable of executing a suggestive effect (for example, a preview effect) that suggests that the variable display will be controlled to an advantageous state while the variable display is being executed, and is capable of executing the specific light-emitting effect when the suggestive effect is being executed and when the suggestive effect is not being executed (for example, as shown in Figures 10-29(A) to 10-48(n) and 10-49(A) to 10-68(n), a portion that can execute a flash effect when a winning prize is won and when the preview effect is not being executed), The sound output means (for example, speakers 8L and 8R) is provided, which can output a variable display corresponding sound (variable display corresponding sound shown in FIG. 10-28) corresponding to the variable display, a suggestive effect corresponding sound (preview effect corresponding sound shown in FIG. 10-29(A)) corresponding to the suggestive effect, and a specific light emitting effect corresponding sound (winning flash effect corresponding sound shown in FIG. 10-29(B)), The sound output means When the specific light-emitting effect is being executed while the variable display corresponding sound is being output, the specific light-emitting effect corresponding sound can be output in priority to the variable display corresponding sound being output (for example, as shown in FIG. 10-29(B), when a flash effect is executed when a prize is won while the variable display is being executed, the variable display corresponding sound is output from speakers 8L and 8R at volume V2, while the flash effect corresponding sound when a prize is won is output at volume V1 (V1>V2)), When the specific light-emitting effect is being executed while the suggestive effect corresponding sound is being output, the specific light-emitting effect corresponding sound can be output in priority to the suggestive effect corresponding sound being output (for example, as shown in FIG. 10-29(B), when a winning flash effect is executed during the execution of a preview effect, the preview effect corresponding sound is output from speakers 8L and 8R at volume V2, while the winning flash effect corresponding sound is output at volume V1 (V1>V2)). It is characterized by the following. According to this feature, even if a variable display corresponding sound or a suggestion effect corresponding sound is output, the specific light-emitting effect corresponding sound becomes easier to hear, and the output of the specific light-emitting effect corresponding sound makes it easier for the player to recognize that a specific light-emitting effect is being executed.

[0020] The gaming machine of aspect 8 is the gaming machine according to any one of aspects 1 to 7, a sound output means (for example, speakers 8L and 8R) capable of outputting sound; The effect execution means outputs a sound corresponding to the specific light-emitting effect from the sound output means in the specific light-emitting effect before the completion of the display of the specific display and the light emission of the light-emitting means (for example, as shown in Figures 10-28, 10-29(A) to 10-32(H), and 10-49(A) to 10-50(D), when it is determined that a flash effect will be executed upon a start winning, the sound corresponding to the flash effect upon winning starts to be output from the speakers 8L and 8R, and then the flash lamp 135SG009F for the flash upon winning starts to blink, and the animation of the appearance of the pending display or active display is completed). It is characterized by the following. According to this feature, the output of the sound corresponding to the specific light-emitting effect allows the player to quickly recognize that a predetermined condition has been met, thereby increasing the player's interest in the game.

[0021] A gaming machine of aspect 9 is the gaming machine according to any one of aspects 1 to 7, a sound output means (for example, speakers 8L and 8R) capable of outputting sound; The effect execution means, in the specific light emitting effect, A sound corresponding to a specific light-emitting effect can be output from the sound output means (for example, a part that can output a sound corresponding to a flash effect when winning from speakers 8L and 8R), The light emitting means emits light before the completion of the display of the specific display and the output of the sound corresponding to the specific light emitting effect (for example, as shown in variant example 135SG-12, when it is determined that a flash effect will be executed upon winning a prize, the flash lamp 135SG009F for flashing upon winning starts to flash, and then the sound corresponding to the flash effect upon winning is output from the speakers 8L and 8R, and the appearance animation of the pending display and the active display is completed). It is characterized by the following. According to this feature, the light emitted by the light emitting means can make the player quickly recognize that the predetermined condition has been met, thereby increasing the player's interest in the game.

[0022] A gaming machine according to a tenth aspect is the gaming machine according to any one of the first to ninth aspects, The specific light emitting effect is an effect in which the first light emitting means emits light in a predetermined manner that is a manner corresponding to the specific light emitting effect during the first period, and the first light emitting means emits light in a specific manner that is less emphasized than the predetermined manner during the second period (for example, as shown in FIG. 10-28, during the execution period of the early winning flash effect, the winning flash lamp 135SG009F is flashed at brightness C1, and during the execution period of the late winning flash effect, the winning flash lamp 135SG009F is flashed at brightness C2 (C1>C2)). It is characterized by the following. According to this feature, by making at least the first light-emitting means emit light in a predetermined manner, the player can be made aware of the start of a specific light-emitting effect, and it is possible to prevent the first light-emitting means from continuing to emit light in a predetermined manner during the second period, thereby interfering with other effects and reducing the player's interest in the game. It should be noted that the "specific mode with a low degree of emphasis" in the present invention includes a slow blinking mode with a low degree of emphasis due to a slow blinking speed.

[0023] A gaming machine according to an eleventh aspect is the gaming machine according to the tenth aspect, The second period includes a period before the variable display that is the target of the specific light-emitting effect is executed and a period during which the variable display that is the target of the specific light-emitting effect is executed (for example, as shown in FIG. 10-28, the execution period of the later winning flash effect is a portion that includes a period during which the variable display that precedes the variable display that is the target of the winning flash effect is executed and a period during which the variable display that is the target of the winning flash effect is executed). It is characterized by the following. According to this feature, the first light-emitting means emits light in a specific manner both before and after the start of the variable display that is the target of the specific light-emitting effect, making it easier for the player to recognize that it is a variable display of the target, thereby increasing the player's interest in the game.

[0024] A gaming machine according to a twelfth aspect is the gaming machine according to the tenth or eleventh aspect, The first light-emitting means emits light in the predetermined manner when a variable display that is the target of the specific light-emitting effect starts (for example, as shown in variant example 135SG-13, a part that causes a winning flash lamp 135SG009F to flash at brightness C1 and cycle T1 when a variable display that is the target of a winning flash effect starts). It is characterized by the following. This feature makes it easier for the player to recognize that the variable display is the target of a specific light-emitting effect, thereby increasing the player's interest in the game.

[0025] A gaming machine of aspect 13 is the gaming machine according to any one of aspects 1 to 12, The display means displays a specific light-emitting effect corresponding image corresponding to the specific light-emitting effect in a first display mode during the first period, and displays the specific light-emitting effect corresponding image in a second display mode that is less emphasized than the first display mode during the second period (for example, as shown in FIG. 10-28, an effect image 135SG005E is displayed on the image display device 5 during the execution period of the flash effect at the time of early winning, and a silhouette image 135SG005S is displayed on the image display device 5 during the execution period of the flash effect at the time of late winning). It is characterized by the following. According to this feature, during the first period, the display means displays the image corresponding to the specific light-emitting effect in a first display mode, thereby making the player aware of the start of the specific light-emitting effect, and during the second period, the display means displays the image corresponding to the specific light-emitting effect in a second display mode, thereby preventing the display means from continuing to display the image corresponding to the specific light-emitting effect in the first display mode, thereby interfering with other displays and reducing interest in the game.

[0026] A gaming machine according to a fourteenth aspect is the gaming machine according to the thirteenth aspect, The display means displays the specific light-emitting effect corresponding image in a first display mode when a variable display that is the target of the specific light-emitting effect starts (for example, as shown in modified example 135SG-13, a part that displays an effect image 135SG005E on the image display device 5 when a variable display that is the target of the flash effect at the time of winning starts), It is characterized by the following. This feature makes it easier for the player to recognize that the variable display is the target of a specific light-emitting effect, thereby increasing the player's interest in the game.

[0027] A gaming machine of aspect 15 is the gaming machine according to any one of aspects 1 to 14, A sound output means (for example, speakers 8L, 8R) capable of outputting a specific light-emitting effect corresponding sound corresponding to the specific light-emitting effect is provided, The sound output means outputs the specific light-emitting effect corresponding sound in a first output mode during the first period, and does not output the specific light-emitting effect corresponding sound or outputs it in a second output mode having a lower intensity than the first output mode during the second period (for example, as shown in FIG. 10-28, during the execution period of the early winning flash effect, the sound corresponding to the winning flash effect is output from speakers 8L and 8R at volume V1, and during the execution period of the late winning flash effect, the sound corresponding to the winning flash effect is output from speakers 8L and 8R at volume V2 (V1>V2)), It is characterized by the following. According to this feature, by outputting the sound corresponding to the specific light-emitting effect in the first output mode, it becomes possible for the player to easily recognize that the specific light-emitting effect has started, and by not outputting the sound corresponding to the specific light-emitting effect or outputting it in the second output mode while the specific light-emitting effect is being executed, it is possible to prevent a decrease in interest in the game due to other effects being obstructed by the sound corresponding to the specific light-emitting effect.

[0028] A gaming machine according to a sixteenth aspect is the gaming machine according to the fifteenth aspect, The sound output means outputs the specific light-emitting effect corresponding sound in the first output mode when a variable display that is the target of the specific light-emitting effect starts (for example, as shown in modified example 135SG-13, when a variable display that is the target of a flash effect when a win occurs starts, a sound corresponding to the flash effect when a win occurs is output from speakers 8L and 8R at volume V1). It is characterized by the following. This feature makes it easier for the player to recognize that the variable display is the target of a specific light-emitting effect, thereby increasing the player's interest in the game.

[0029] A gaming machine of aspect 17 is the gaming machine according to any one of aspects 1 to 16, The first light emitting means stops emitting light in a manner corresponding to the specific light emitting effect during the display period of the display result of the variable display in the second period before the variable display that is the target of the specific light emitting effect is started (for example, as shown in FIG. 10-69 as modified example 135SG-1, the effect control CPU 120, based on receiving a pattern determination command during the execution of the later winning flash effect, stops the output of the sound corresponding to the winning flash effect from the speakers 8L and 8R, turns off the winning flash lamp 135SG009F, makes the silhouette image 135SG005S on the image display device 5 invisible, and clears the process timer for the later winning flash effect). During the symbol determination period, the output of the winning flash effect corresponding sound, the illumination of the winning flash lamp 135SG009F, and the display of the silhouette image 135SG005S are not executed as the late winning flash effect, and based on the reception of the first variable display start command, the late winning flash effect process table is selected again and the late winning flash effect process timer is reset and started, thereby starting the late winning flash effect (the output of the winning flash effect corresponding sound, the illumination of the winning flash lamp 135SG009F, and the display of the silhouette image 135SG005S) in accordance with the start of the new variable display. It is characterized by the following. According to this feature, by temporarily stopping the light emission of the light emitting means, it is possible to prevent the player from mistakenly believing that the variable display is continuing.

[0030] The gaming machine of aspect 18 is the gaming machine according to any one of aspects 1 to 17, A gaming machine capable of executing a re-variable display effect (for example, a pseudo-repeated effect) in which the variable display is temporarily stopped after the variable display is started and before the display result is derived, and then the variable display is re-executed, The first light-emitting means continues to emit light in a manner corresponding to the specific light-emitting performance during the temporary stop when the re-variable display performance executed in the second period before the start of the variable display that is the target of the specific light-emitting performance is executed (for example, as shown in Figures 10-69 and 10-70(A) to 10-89(n) as modified example 135SG-1, during the temporary stop period of the decorative pattern in the variable display that is executed before the variable display that is the target of the flash performance when winning, the part that continues to flash at brightness C2 and cycle T2 of the flash lamp 135SG009F when winning), It is characterized by the following. This feature can prevent the player from mistakenly believing that the variable display has ended, even though it is only a temporary stop.

[0031] A gaming machine of aspect 19 is the gaming machine according to any one of aspects 1 to 18, A gaming machine capable of executing a re-variable display effect (for example, a pseudo-repeated effect) in which the variable display is temporarily stopped after the variable display is started and before the display result is derived, and then the variable display is re-executed, The first light emitting means is Even during the variable display that is the target of the specific light-emitting effect, light is emitted in a manner corresponding to the specific light-emitting effect during the second period (for example, as shown in Figures 10-69 and 10-70(A) to 10-89(n) as modified example 135SG-1, the winning flash lamp 135SG009F is flashed at brightness C1 and cycle T2 even during the variable display that is the target of the winning flash effect), Even during the temporary stop when the variable display that is the target of the specific light-emitting effect is executed, the light continues to be emitted in a manner corresponding to the specific light-emitting effect (for example, as shown in Figures 10-69 and 10-70(A) to 10-89(n) as modified example 135SG-1, during the temporary stop period of the decorative pattern in the variable display that is the target of the flash effect when winning, the winning flash lamp 135SG009F continues to flash at brightness C2 and cycle T2). 19. The gaming machine according to any one of aspects 1 to 18, wherein: This feature can prevent the player from mistakenly believing that the variable display has ended, even though it is only a temporary stop.

[0032] A gaming machine of aspect 20 is a gaming machine according to any one of aspects 1 to 16, The first light-emitting means continues to emit light in a manner corresponding to the specific light-emitting effect during a display period of the display result of the variable display in the second period before the start of the variable display that is the target of the specific light-emitting effect (for example, as shown in Figures 10-29(A) to 10-48(n), during the execution of the late winning flash effect, during the pattern determination period of the variable display before the start of the variable display that is the target of the winning flash effect, a portion that continues to flash the winning flash lamp 135SG009F). It is characterized by the following. According to this feature, by continuing to emit light during the display period of the display results of the variable display in the second period, the player's anticipation of being controlled to an advantageous state can be accurately maintained until the start of the variable display that is the target of the specific light-emitting effect, thereby increasing the player's interest in the game.

[0033] A gaming machine of aspect 21 is the gaming machine according to aspect 20, In the display means, a gaming machine capable of variable display of first effect identification information (for example, decorative symbols) and variable display of second effect identification information (for example, small symbols) having lower visibility than the first effect identification information, During the result display period, the second effect identification information in a stopped state is displayed on the display means (for example, as shown in FIG. 10-33(J), during the pattern determination period, the small pattern is displayed in a state where the variable display is stopped), It is characterized by the following. According to this feature, even if light emission continues during the result display period, the second effect identification information in a stopped state is displayed, so that the player can be made aware that it is the result display period.

[0034] A gaming machine of aspect 22 is the gaming machine according to aspect 21, The display means is capable of displaying a specific light-emitting effect corresponding display corresponding to the specific light-emitting effect during the second period so as not to overlap with the display of the second effect identification information (for example, as shown in FIG. 10-33(J), during the execution of the winning flash effect, a silhouette image 135SG005S is displayed on the right side of the first display area 135SG005F of the image display device 5, while a small pattern 135SG005M is displayed on the left end of the first display area 135SG005F of the image display device 5). It is characterized by the following. According to this feature, it is possible to prevent the player from having difficulty recognizing the end of the variable display due to the specific light-emitting effect corresponding display being displayed overlapping the display of the second effect identification information.

[0035] A gaming machine of aspect 23 is the gaming machine according to any one of aspects 1 to 22, The effect execution means is capable of executing a specific effect (for example, a reach effect of a super reach) that suggests that the game will be controlled to an advantageous state, When the specific light-emitting effect is executed in the variable display that is the target of the specific light-emitting effect, the first light-emitting means emits light in a manner corresponding to the specific light-emitting effect until the specific effect starts, and starts emitting light in a manner corresponding to the specific effect when the specific effect starts (for example, as shown in Figure 10-90 as modified example 135SG-2, in the variable display of Super Reach that is the target of the win-time flash effect, before the start of the reach effect of Super Reach, the winning time flash lamp 135SG009F flashes at brightness C2 and cycle T2, and from the start timing of the reach effect of Super Reach, the winning time flash lamp 135SG009F is turned on at brightness C2). It is characterized by the following. According to this feature, when a specific effect is started, the light emitting means changes the mode according to the specific light emitting effect and emits light in a mode according to the specific effect, thereby increasing the interest in playing the specific effect.

[0036] A gaming machine of aspect 24 is the gaming machine according to aspect 23, The display means is capable of displaying a specific effect start image corresponding to the start of the specific effect when the specific effect starts (for example, a portion that displays the first display area 135SG005F in white (whiteout) as shown in Figs. 10-96(K) to 10-98(O) and 10-104(K) to 10-106(O)), The first light-emitting means is set to a low brightness state when the display of the display means is switched to the specific effect start image, and after the low brightness state, emits light in a manner corresponding to the specific effect (for example, as shown in FIG. 10-90, during the whiteout period, the winning flash lamp 135SG009F is turned off, and from the start timing of the reach effect of the super reach, the winning flash lamp 135SG009F is turned on at brightness C2). It is characterized by the following. According to this feature, the light emitting state of the first light emitting means changes between low brightness states accompanying the switch to the specific performance start image, and therefore it is possible to prevent the player from feeling uncomfortable due to these changes in light emitting state, thereby increasing the player's interest in the game.

[0037] A gaming machine of aspect 25 is the gaming machine according to aspect 23 or aspect 24, A movable body (e.g., movable body 32) is provided, The performance execution means is capable of executing, as the specific performance, an action performance that causes the movable body to move at the start of the specific performance (for example, a movable body action performance shown in FIG. 10-90), and an action suggestion performance that suggests the execution of the action performance (for example, a movable body action suggestion performance shown in FIG. 10-90), The first light emitting means is in a low brightness state when the action suggestion effect is executed, and after being in the low brightness state, emits light in a manner corresponding to the action effect, which is a manner corresponding to the specific effect (for example, as shown in FIG. 10-90, the winning flash lamp 135SG009F is turned off during the execution period of the movable body action suggestion effect, which is a whiteout period, and the winning flash lamp 135SG009F is turned on at brightness C2 from the start timing of the reach effect of the super reach thereafter). It is characterized by the following. According to this feature, the light emission mode of the first light-emitting means changes between low brightness states associated with the execution of suggestive effects, thereby preventing the player from feeling uncomfortable due to these changes in light emission mode, thereby increasing the player's interest in the game.

[0038] A gaming machine of aspect 26 is the gaming machine according to any one of aspects 1 to 25, The first light emitting means is When a special effect different from the specific light-emitting effect is executed by the effect execution means, the special effect can be illuminated in a manner corresponding to the special effect (for example, as shown in FIG. 10-108(A) as modified example 135SG-3, when a step-up effect is executed during a variable display in which a flash effect at the time of winning is not being executed, the flash lamp 135SG009F at the time of winning can be illuminated in a manner corresponding to the step-up effect), When the specific light-emitting effect is started while the special effect is being executed, the light is emitted in a manner corresponding to the specific light-emitting effect, taking priority over the manner corresponding to the special effect (for example, as shown in FIG. 10-108(B) as modified example 135SG-3, when a step-up effect is executed during a variable display in which a flash effect is being executed when a win is made, the winning flash lamp 135SG009F continues to light up (blink) in a manner corresponding to the flash effect when a win is made). It is characterized by the following. This feature makes it possible to prevent light emission in a manner corresponding to a specific light emission effect from starting at an inappropriate timing, such as the end of a special effect.

[0039] A gaming machine of aspect 27 is a gaming machine according to any one of aspects 1 to 26, The light emission of the first light emitting means in a manner corresponding to the specific light emitting effect may end at a first timing during the variable display that is the target of the specific light emitting effect, or at a second timing that is later than the first timing (for example, as shown in Figures 10-119(A) and 10-119(B) as modified example 135SG-4, the timing at which the light emitting mode corresponding to the winning flash effect of the winning flash lamp 135SG009F ends includes the timing at which the movable body operation effect during the variable display that is the target of the winning flash effect starts, and the timing at which the reach effect of the super reach starts). The rate at which the first light-emitting means is controlled to an advantageous state differs between when the light emission in the mode corresponding to the specific light-emitting presentation ends at the first timing and when the light emission in the mode corresponding to the specific light-emitting presentation of the first light-emitting means ends at the second timing (for example, as shown in Figure 10-119 (C) as modified example 135SG-4, the expected probability of a jackpot differs when the light-emitting mode of the winning flash lamp 135SG009F is changed from a light-emitting mode corresponding to the winning flash presentation to a light-emitting mode corresponding to the movable body operation presentation from the start timing of the movable body operation presentation, and when the light-emitting mode is changed to a light-emitting mode corresponding to the reach presentation from the start timing of the reach presentation). It is characterized by the following. According to this feature, the player can be made to pay attention to the timing when the light emission according to the specific light emission effect ends, thereby increasing the player's interest in the game.

[0040] A gaming machine of aspect 28 is the gaming machine according to aspect 27, The effect executed by the effect execution means at the time of the end of the light emission in the manner corresponding to the specific light emission effect is different between when the light emission ends at the first timing and when the light emission ends at the second timing (for example, as shown in Figure 10-119 as variant example 135SG-4, depending on the timing at which the light emission mode corresponding to the winning flash effect of the winning flash lamp 135SG009F ends, it may be during the execution of the movable body operation effect or during the execution of the super reach reach effect). It is characterized by the following. According to this feature, it is possible for the player to easily recognize whether the end timing is the first timing or the second timing.

[0041] A gaming machine of aspect 29 is the gaming machine according to any one of aspects 1 to 28, The effect execution means is capable of executing a first effect (for example, a movable body operation effect shown in FIG. 10-119 as modified example 135SG-4) and a second effect different from the first effect (for example, a reach effect of a super reach shown in FIG. 10-119 as modified example 135SG-4) during variable display, The first light emitting means is The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the first effect in accordance with the execution of the first effect during the variable display that is the target of the specific light emission effect (for example, as shown in FIG. 10-119(A) as modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the moving body movement effect at the start timing of the moving body movement effect), The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the second effect in association with the execution of the second effect during the variable display that is the target of the specific light emission effect (for example, as shown in FIG. 10-119(B) as modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F to a light emission mode corresponding to the reach effect from the start timing of the reach effect), The rate at which the advantageous state is controlled differs when the light emission changes from a mode corresponding to the specific light emission effect to a mode corresponding to the first effect and when the light emission changes from a mode corresponding to the specific light emission effect to a mode corresponding to the second effect (for example, as shown in Figure 10-119(C) as modified example 135SG-4, the expected probability of a jackpot differs when the light emission mode of the winning flash lamp 135SG009F is changed from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the movable body operation effect from the start timing of the movable body operation effect and when the light emission mode is changed to a light emission mode corresponding to the reach effect from the start timing of the reach effect). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the effect being executed when the light emission mode of the first light emitting means changes, thereby increasing the player's interest in the game.

[0042] A gaming machine of aspect 30 is a gaming machine according to any one of aspects 1 to 28, A movable body (e.g., movable body 32) is provided, The effect execution means is capable of executing an action effect (e.g., a movable body action effect) that causes the movable body to move, an action suggestion effect (e.g., a movable body action suggestion effect) that suggests the execution of the action effect, and a specific effect (e.g., a reach effect for a super reach) that suggests that the game will be controlled to an advantageous state, The first light emitting means is The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the specific light emission effect in association with the execution of the action suggestion effect during the variable display that is the target of the specific light emission effect (for example, as shown in modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the movable body action suggestion effect at the start timing of the movable body action suggestion effect), The light emission can be changed from a light emission mode corresponding to the specific light emission effect to a light emission mode corresponding to the specific light emission effect in association with the execution of the specific light emission effect during the variable display that is the target of the specific light emission effect (for example, as shown in modified example 135SG-4, a part that changes the light emission mode of the winning flash lamp 135SG009F from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the reach effect at the start timing of the reach effect of the super reach), The rate at which the advantageous state is controlled differs when the light emission changes from a mode corresponding to the specific light emission effect to a mode corresponding to the action suggestion effect and when the light emission changes to a mode corresponding to the specific effect (for example, as shown in variant example 135SG-4, the expected probability of a jackpot differs when the light emission mode of the winning flash lamp 135SG009F is changed from a light emission mode corresponding to the winning flash effect to a light emission mode corresponding to the movable body action suggestion effect from the start timing of the movable body action suggestion effect and when the light emission mode is changed to a light emission mode corresponding to the reach effect from the start timing of the reach effect). It is characterized by the following. According to this feature, it is possible to draw the player's attention to the effect being executed when the light emission mode of the first light emitting means changes, thereby increasing the player's interest in the game.

[0043] A gaming machine of aspect 31 is the gaming machine according to any one of aspects 1 to 30, The display modes of the specific display include a normal mode (e.g., display pattern α), a special mode (e.g., display pattern δ and display pattern ε shown in FIG. 10-120 as modified example 135SG-5), and a special mode (e.g., display pattern β and display pattern γ). The special pattern includes a first special pattern (for example, a display pattern γ) and a second special pattern (for example, a display pattern β) different from the first special pattern, When the specific display is displayed in the first special mode, the probability of being controlled to an advantageous state is higher than when the specific display is displayed in the second special mode (for example, as shown in FIG. 10-17, when the reserved display or active display is displayed in the display pattern γ, the probability of being controlled to a jackpot game state is higher than when the display pattern β is displayed), The specific display of the special mode can be changed to either the first special mode or the second special mode (for example, as shown in FIG. 10-120 as modified example 135SG-5, a portion where a hold display or an active display displayed in display pattern δ or display pattern ε can be changed to a hold display or an active display in display pattern β or display pattern γ), When the specific display is displayed in the special mode, the rate at which the specific light-emitting effect is executed is higher than when the specific display is displayed in the special mode (for example, as shown in Figure 10-120 as variant example 135SG-5, when the pending display or active display is displayed in display pattern δ or display pattern ε, the rate at which the flash effect is executed when a win occurs is higher than when the pending display or active display is displayed in display pattern β or display pattern γ). It is characterized by the following. According to this feature, when a specific display is displayed in a special mode, a specific light-emitting effect is executed at a high rate, thereby drawing the player's attention to whether the special mode will change to the first special mode or the second special mode, thereby increasing the player's interest in the game.

[0044] A gaming machine of aspect 32 is the gaming machine according to aspect 31, The special mode is a mode of a specific color (for example, a white flashing mode as shown in FIG. 10-120 as variant 135SG-5), The special mode is a mode of a special color different from the specific color (for example, blue or red as shown in FIG. 10-17 ), the normal mode is a mode of a color other than the specific color and the special color (for example, white), The specific display of the specific color has a higher probability of changing to the special color when the specific light-emitting effect is being executed than when the specific light-emitting effect is not being executed (for example, as shown in variant example 135SG-5, when the pending display or active display is displayed in display pattern δ or display pattern ε, the probability of the display pattern of the specific display changing to display pattern β or display pattern γ differs depending on whether the flash effect at the time of winning is being executed). It is characterized by the following. According to this feature, the difference in the form of the specific display can be easily grasped by the difference in color, and when a specific display of a specific color is displayed, the player can be drawn to whether or not a specific light-emitting effect is being executed, thereby increasing the player's interest in the game.

[0045] A gaming machine of aspect 33 is the gaming machine according to aspect 31 or aspect 32, The effect execution means is capable of executing a change suggestion effect that suggests that the specific display displayed in the special mode will change to the special mode in a first mode and a second mode different from the first mode (for example, a part that can execute a first action effect and a second action effect shown in modified example 135SG-5), When the change suggestion effect is executed in the second mode, the special mode changes to the special mode at a higher rate than when the change suggestion effect is executed in the first mode (for example, as shown in modified example 135SG-5, the second action effect is a part that acts on the specific display displayed in display pattern δ to change the specific display to display pattern β or display pattern γ at a higher rate than the first action effect), When the change suggestion effect is executed in the second mode, the specific light emitting effect is executed at a higher rate than when it is executed in the first mode (for example, as shown in variant example 135SG-5, when the second action effect is executed, the winning flash effect is executed at a higher rate than when the first action effect is executed), It is characterized by the following. This feature allows the player to pay attention to whether the change suggestion effect will be executed in the first mode or the second mode, and by executing the specific light-emitting effect, it is possible to increase the player's anticipation that the change suggestion effect will be executed in the second mode.

[0046] A gaming machine of aspect 34 is the gaming machine according to aspect 33, The special mode includes a first special mode in which the change suggestion effect is executed in the second mode and the rate at which it changes to the special mode is low (for example, display pattern δ shown in FIG. 10-120 as modified example 135SG-5), and a second special mode in which the change suggestion effect is executed in the second mode and the rate at which it changes to the special mode is higher than the first special mode (for example, display pattern ε shown in FIG. 10-120 as modified example 135SG-5), When the specific display is displayed in the second special mode, the rate at which the specific light emitting effect is executed is higher than when the specific display is displayed in the first special mode (for example, when the specific display is displayed in display pattern ε, the rate at which the flash effect is executed when winning is higher than when the specific display is displayed in display pattern δ). It is characterized by the following. According to this feature, it is possible to draw the player's attention to whether the specific display is displayed in the first special mode or the second special mode, and since the specific light-emitting effect is executed at a high rate when the second special mode is in a mode with a high probability of changing to a special mode, the execution of the specific light-emitting effect can increase the player's anticipation for the specific display to be displayed in the second special mode.

[0047] A gaming machine of aspect 35 is a gaming machine according to any one of aspects 1 to 34, The display means is capable of displaying a specific light-emitting effect corresponding display that corresponds to the specific light-emitting effect during the specific light-emitting effect so as to overlap with a specific display that corresponds to a variable display that is the target of the specific light-emitting effect (for example, as shown in modified example 135SG-7, a portion that can display silhouette image 135SG005S that is displayed on image display device 5 as a flash effect when a prize is won so as to overlap with an active display in active display area 135SG005A). It is characterized by the following. According to this feature, it is possible for the player to easily recognize the specific display corresponding to the specific light-emitting effect, and the specific display is hidden by the display corresponding to the specific light-emitting effect, which gives the player an element of surprise and increases his interest in the game.

[0048] A gaming machine of aspect 36 is the gaming machine according to aspect 35, The display means is capable of displaying a plurality of different types of specific light-emitting effect corresponding displays (for example, as shown in modified example 135SG-7, a portion on the image display device 5 that can display silhouette images 135SG005S of different sizes as a flash effect when a prize is won), The overlapping manner with the specific display differs depending on the type of the specific light-emitting effect-compatible display (for example, as shown in Figures 10-129(L) and 10-130(N) as modified example 135SG-7, the overlapping manner between silhouette image 135SG005S and active display area 135SG005A differs depending on the size of the displayed silhouette image 135SG005S). It is characterized by the following. According to this feature, a plurality of specific light-emitting effect corresponding displays are displayed, and the overlapping manner with the specific display changes depending on the specific light-emitting effect corresponding display that is displayed, thereby increasing the enjoyment of the game.

[0049] A gaming machine of aspect 37 is the gaming machine according to aspect 35 or aspect 36, The specific display includes a first specific display (e.g., a pending display) corresponding to a variable display that has not yet been executed, and a second specific display (e.g., an active display) corresponding to a variable display that is being executed, The display means is capable of displaying the specific light-emitting effect-compatible display so as to overlap the first specific display corresponding to the specific light-emitting effect before the variable display that is the target of the specific light-emitting effect is started, and is capable of displaying the specific light-emitting effect-compatible display so as to overlap the second specific display corresponding to the specific light-emitting effect during the variable display that is the target of the specific light-emitting effect (for example, as shown in modified example 135SG-7, a portion that displays silhouette image 135SG005S so as to overlap the pending display that is the target of the flash effect when a prize is won, which is displayed in first pending memory display area 135SG005D, before the variable display that is the target of the flash effect when a prize is won is started, and displays silhouette image 135SG005S so as to overlap the active display that is the target of the flash effect when a prize is won, which is displayed in active display area 135SG005A during the execution of the variable display that is the target of the flash effect when a prize is won). It is characterized by the following. This feature makes it easier for players to recognize the first and second specific displays corresponding to the specific light-emitting effects, and since not only the first specific display but also the second specific display are hidden by the display corresponding to the specific light-emitting effects, it adds an extra element of surprise to the player and increases their interest in the game.

[0050] A gaming machine of aspect 38 is a gaming machine according to any one of aspects 1 to 37, A gaming machine capable of executing a re-variable display effect (for example, a pseudo-repeated effect) in which the variable display is temporarily stopped after the variable display is started and before the display result is derived, and then the variable display is re-executed, The display means is capable of displaying a re-variable related display relating to the re-variable display performance, and is also capable of displaying a specific light-emitting performance corresponding to the specific light-emitting performance during the specific light-emitting performance, superimposed on the re-variable related display (for example, in the case where a pseudo consecutive performance is executed in the variable display during the execution of a winning flash performance, a silhouette image 135SG005S as a winning flash performance can be displayed superimposed on a special pattern (see Figure 10-40, etc.) that stops in the "middle" decorative pattern display area 5C when the decorative pattern temporarily stops), It is characterized by the following. According to this feature, the re-variable related display is hidden by the specific light emitting effect corresponding display, which gives the player an element of surprise and increases his / her interest in the game.

[0051] A gaming machine of aspect 39 is a gaming machine according to any one of aspects 35 to 38, The display means is capable of displaying the specific light-emitting effect corresponding display even during the variable display that is the target of the specific light-emitting effect (for example, as shown in Figures 10-28 and 10-42(a) to 10-47(l), the part where the silhouette image 135SG005S is displayed on the image display device 5 even during the variable display that is the target of the flash effect when a prize is won). It is characterized by the following. According to this feature, it becomes easier for the player to recognize that the variable display is the target of the specific light-emitting effect, and the interest in the variable display that is the target of the specific light-emitting effect can also be increased.

[0052] The gaming machine of aspect 40 is the gaming machine according to any one of aspects 1 to 39, The performance execution means It is possible to control the performance so that the first light-emitting means continues to emit light in a manner corresponding to the specific light-emitting performance even during the variable display corresponding to the specific light-emitting performance, and the light emission ends at a predetermined end timing before the variable display corresponding to the specific light-emitting performance ends (for example, as shown in Figure 10-28, during the variable display that is the target of the win flash performance, the win flash lamp 135SG009F is flashed at brightness C2 and cycle T2 before the start of the reach performance, and the win flash lamp 135SG009F is turned off at the start timing of the reach performance), If the light emission of the first light-emitting means in a manner corresponding to the specific light-emitting effect is not terminated at the specified termination timing due to the occurrence of a specified event, special termination control is performed to terminate the light emission of the first light-emitting means at a specific termination timing after the specified termination timing (for example, as shown in FIG. 10-22, if the effect control CPU 120 is unable to determine that it is the start timing of the reach effect of the variable display that is the target of the effect due to the generation of static electricity, etc., the late win flash effect, including the blinking of the win flash lamp 135SG009F, is terminated again at the end timing of the variable display (the timing at which the pattern determination command is received), which is the timing after the start timing of the reach effect). It is characterized by the following. This feature reduces the sense of discomfort that may be felt when the light emission corresponding to a specific light emission effect does not end normally.

[0053] A gaming machine of aspect 41 is the gaming machine according to aspect 40, A game control means (e.g., CPU 103) capable of controlling the progress of a game is provided, The game control means is capable of transmitting variable display end information notifying the end of the variable display to the effect execution means when the variable display has ended (for example, as shown in FIG. 10-4(A), a portion in which the CPU 103 can transmit a symbol determination command specifying the end of the variable display of the decorative symbol); The effect execution means performs the specific end control based on the reception of the variable display end information as the specific end timing (for example, as shown in FIG. 10-22, the effect control CPU 120 ends the flash effect at the time of late winning based on the reception of a symbol determination command). It is characterized by the following. This feature further reduces the sense of incongruity felt when ending the light emission in a manner corresponding to a specific light emission effect.

[0054] A gaming machine of aspect 42 is a gaming machine according to any one of aspects 39 to 41, The predetermined end timing includes a first predetermined end timing and a second predetermined end timing (for example, as shown in the modified example 135SG-4, the blinking of the winning flash lamp 135SG009F can be ended at the start timing of the movable body operation suggestion effect and the start timing of the reach effect effect), The specific end timing is a timing later than the predetermined end timing and the second predetermined end timing (for example, as shown in variant example 135SG-4, if the performance control CPU 120 is unable to stop the flashing of the winning flash lamp 135SG009F due to the generation of static electricity or the like, the late winning flash performance, including the flashing of the winning flash lamp 135SG009F, is ended at the end timing of the variable display, which is a timing later than the start timing of the movable body operation suggestion performance and the start timing of the reach performance). It is characterized by the following. According to this feature, even if the light emission cannot be ended at the second predetermined end timing, the light emission in a manner corresponding to the specific light emission effect can be ended at the specific end timing.

[0055] The gaming machine of aspect 43 is the gaming machine according to any one of aspects 1 to 42, The performance execution means It is possible to execute a specific effect (for example, a reach effect of a super reach) that suggests that the game will be controlled to an advantageous state, When the predetermined condition is met while the specific effect is being executed, the specific light emitting effect is not executed (for example, as shown in FIG. 10-21, when a start winning occurs in the first start port during the execution of the reach effect of the Super Reach, the part that does not determine the execution of the flash effect at the time of winning). It is characterized by the following. This feature can prevent a decrease in interest in the game due to a decrease in attention to the specific effects.

[0056] The gaming machine of aspect 44 is the gaming machine according to any one of aspects 1 to 43, The effect execution means does not execute the specific light emitting effect if the predetermined condition is met when the remaining period of the variable display is the same as or shorter than the predetermined period, and is capable of executing the specific light emitting effect if the predetermined condition is met when the remaining period of the variable display is longer than the predetermined period (for example, as shown in variant example 135SG-8, if a start winning occurs in the first start port while the variable display is being executed, the remaining period of the variable display is specified, and if the specified period is less than the execution period of the flash effect at the time of the previous winning, the execution of the flash effect at the time of winning is not determined). It is characterized by the following. According to this feature, it is possible to prevent the specific display of the target of the specific light-emitting effect from becoming difficult to understand by executing the specific light-emitting effect when the remaining period of the variable display is short.

[0057] The gaming machine of aspect 45 is the gaming machine according to any one of aspects 1 to 44, The performance execution means Specific effects that suggest that the game will be controlled to an advantageous state can also be executed in variable displays that are not controlled to an advantageous state (for example, as shown in Figure 10-9, the part where the reach effect of a Super Reach can be executed even in variable displays where the variable display result is a miss), When the predetermined condition is met during the execution of the specific effect in a variable display that is not controlled to an advantageous state, the specific light-emitting effect can be executed in response to the start of the next variable display of the variable display (for example, as shown in variant example 135SG-8, if a start winning occurs in the first start port during the execution of the variable display, the remaining period of the variable display is specified, and if the specified period is less than the execution period of the flash effect at the time of the previous winning, the flash effect at the time of the winning can be executed from the start timing of the next variable display, provided that the variable display result of the variable display is a miss). It is characterized by the following. According to this feature, it is possible to prevent the interest in the specific effects and the specific light-emitting effects from being reduced due to the specific effects and the specific light-emitting effects being executed at the same time.

[0058] A gaming machine of aspect 46 is a gaming machine according to any one of aspects 1 to 45, A specific area (for example, a winning ball device 6A forming a first start winning hole) through which the predetermined condition is established when the game medium passes through; A specific light-emitting means (e.g., a starting lamp 135SG009S) provided around the specific area and capable of emitting light in different light-emitting modes; Equipped with The display means can display the specific display in any one of a plurality of display modes having different rates of control to an advantageous state (for example, as shown in FIG. 10-17, a portion in which a reserved display or an active display can be displayed in any one of display patterns α to γ ​​having different jackpot expectancies), The specific light-emitting means can emit light in a light-emitting mode corresponding to the display mode of the specific display, regardless of whether the specific light-emitting effect is executed or not (for example, as shown in Figure 10-28, when it is decided to display in display pattern β or display pattern γ, the start gate lamp 135SG009S is a part that emits light in a color corresponding to display pattern β or display pattern γ from the occurrence of the start winning to the end of the variable display based on the start winning, regardless of the light-emitting mode of the win flash lamp 135SG009F flashing as a win flash effect or the game effect lamp 9, etc.). It is characterized by the following. According to this feature, the display mode of the specific display can be recognized by the light emission mode of the specific light emitting means provided around the specific area, thereby increasing the interest in the game.

[0059] A gaming machine of aspect 47 is the gaming machine according to aspect 46, The number of light emitting modes that the specific light emitting means can emit is greater than the number of light emitting modes that the first light emitting means can emit in the specific light emitting performance (for example, as shown in variant example 135SG-9, the number of light emitting modes of the start gate lamp 135SG009S in the start gate lamp light emitting performance is greater than the number of light emitting modes of the winning flash lamp 135SG009F in the winning flash performance), It is characterized by the following. According to this feature, the light emission variations of the specific light emitting means are increased, which can increase the interest in the game.

[0060] A gaming machine of aspect 48 is the gaming machine according to aspect 46 or aspect 47, The light emitting area of ​​the first light emitting means is larger than the light emitting area of ​​the specific light emitting means (for example, as shown in modified example 135SG-10, the light emitting area where the winning flash lamp 135SG009F emits light as a winning flash effect is larger than the light emitting area where the starting gate lamp 135SG009S emits light as a starting gate lamp light emitting effect), The period during which the specific light-emitting means emits light according to the display mode of the specific display based on the establishment of the predetermined condition 1 is longer than the period during which the first light-emitting means emits light according to the specific light-emitting effect based on the establishment of the predetermined condition (in the case where it is determined that both the winning flash effect and the hold display notice effect are to be executed based on the starting winning, the winning flash lamp 135SG009F emits light from the time the starting winning occurs until the start timing of the reach effect of the variable display that is the target of the starting winning flash effect, while the starting gate lamp 135SG009S emits light from the time the starting winning occurs until the end of the variable display that is the target of the hold display notice effect (the variable display that is the target of the winning flash effect)). It is characterized by the following. This feature prevents a decrease in interest in the game due to the first light-emitting means emitting light in response to a specific light-emitting effect for an excessively long period of time, while maintaining the player's anticipation for a favorable state due to the light-emitting state of the specific light-emitting means for a long period of time.

[0061] A gaming machine of aspect 49 is a gaming machine according to any one of aspects 46 to 48, Both the first light-emitting means and the specific light-emitting means are capable of flashing (for example, as shown in FIG. 10-28, a portion in which a winning flash lamp 135SG009F can flash, and as shown in modified example 135SG-10, a portion in which a starting gate lamp 135SG009S can flash), The blinking cycle of the first light-emitting means is different from the blinking cycle of the specific light-emitting means (for example, as shown in variant example 135SG-10, the blinking cycle of the starter lamp 135SG009S is made different from the blinking cycle of the winning flash lamp 135SG009F as a flash effect when winning occurs), It is characterized by the following. According to this feature, since the blinking cycles are different, it is possible to draw the player's attention to both the first light emitting means and the specific light emitting means, thereby increasing the player's interest in the game.

[0062] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0063] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.

[0064] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.

[0065] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is configured, for example, by an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be configured by a projector and a screen. The image display device 5 displays various effect images.

[0066] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as "variable display."

[0067] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0068] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0069] A first hold indicator 25A and a second hold indicator 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first hold indicator 25A displays the number of first hold memories by the number of lit LEDs. The second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.

[0070] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0071] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0072] The variable winning ball device 6B (a standard electric device) forms a second start winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 3). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second start winning opening is in a closed state where game balls cannot enter (also referred to as the second start winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second start winning opening is in an open state where game balls can enter (also referred to as the second start winning opening being in an open state). When a game ball enters the second start winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.

[0073] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations at the lower left of the game area and one location above the variable winning ball device 6B). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0074] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 3), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.

[0075] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.

[0076] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.

[0077] The entry of a gaming ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, the entry into the starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.

[0078] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, at the lower left of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and variably displays normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.

[0079] A passing gate 41 through which the gaming ball can pass is provided on the right side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.

[0080] A normal symbol hold indicator 25C is provided below the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.

[0081] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0082] Speakers 8L, 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 on the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the gaming area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.

[0083] A movable body 32 that operates in response to the effects is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d. The movable body lamp 9d, together with the main lamp 9a, frame lamp 9b, and attacca lamp 9c described above, may be collectively referred to as the game effect lamp 9. The main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d are each configured to include an LED.

[0084] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.

[0085] A ball supply tray (upper tray) is provided at a predetermined position in the gaming machine frame 3 below the gaming area to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Note that the gaming machine frame 3 may be provided with a payout section (ball supply tray) separate from the upper tray from which prize balls are paid out when the upper tray is full.

[0086] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).

[0087] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 3).

[0088] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0089] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko gaming machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching between a setting change state and a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing setting values ​​such as the probability of winning a jackpot and the payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17.

[0090] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 31 is disposed to the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display changeover switch 31 are disposed in front of the main board 11 when the back side of the gaming board 2 is viewed with the gaming machine frame 3 open.

[0091] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the proportion of the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The winning combination ratio is the proportion of the number of winning balls that have entered the second start winning slot (electric chute) and the number of winning balls that have entered the large winning slot (attacker) out of the total number of winning balls. The base is the proportion of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display setting values ​​in the pachinko gaming machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 only needs to be able to display setting values, etc. that are to be changed or confirmed.

[0092] When the gaming machine frame 3 is closed, the setting key 51 and setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0093] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a, which is formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the circuit board case 201, which includes the setting keys 51 and setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0094] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).

[0095] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).

[0096] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.

[0097] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.

[0098] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).

[0099] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.

[0100] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.

[0101] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period of time (e.g., 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (e.g., 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.

[0102] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.

[0103] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds or upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc.), and the jackpot type is set according to these. The jackpot types may include a jackpot type that can obtain many prize balls, a jackpot type that can obtain few prize balls, or a jackpot type that can obtain almost no prize balls.

[0104] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."

[0105] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.

[0106] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.

[0107] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."

[0108] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).

[0109] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).

[0110] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.

[0111] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.

[0112] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state. (Progress of the production, etc.)

[0113] In the pachinko gaming machine 1, various effects (such as notifying the progress of the game or adding excitement to the game) are executed according to the progress of the game. These effects are described below. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may be executed as sound output from the speakers 8L and 8R, the turning on and off of the game effect lamp 9, the movement of the movable body 32, or as effects using any effect device including some or all of these.

[0114] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).

[0115] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.

[0116] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.

[0117] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.

[0118] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."

[0119] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."

[0120] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").

[0121] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.

[0122] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.

[0123] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of a small jackpot gaming state and after the end of a jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.

[0124] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).

[0125] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 3. In addition, various boards, such as a payout control board, an information terminal board, and a firing control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also equipped. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on electronic circuit boards.

[0126] In the pachinko gaming machine 1, power from an AC power source such as AC 100V in an external power source such as a commercial power source can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 via the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0127] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.

[0128] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0129] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be expanded into the RAM 102 and executed on the RAM 102.

[0130] The random number circuit 104 counts updatable numerical data indicating various random number values ​​(game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0131] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).

[0132] The switch circuit 110 takes in detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the game ball has passed or entered.

[0133] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, an IC with a built-in watchdog timer, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage remains below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on, for example, by pressing a clear switch provided on the power supply board 17.

[0134] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.

[0135] The main board 11 is connected to a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0136] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0137] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.

[0138] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0139] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0140] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0141] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0142] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0143] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0144] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.

[0145] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.

[0146] The random number circuit 124 counts updatable numerical data indicating various random number values ​​(performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0147] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).

[0148] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.

[0149] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0150] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0151] 4, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.

[0152] Next, it is determined whether the recovery condition is met (step S3). The recovery condition can be met when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if a clear switch provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the game control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The backup data only needs to be able to be saved in the RAM 102, which serves as the backup RAM for game control. In step S3, it is determined whether the recovery condition can be met by checking or inspecting the presence or absence of backup data, the presence or absence of data errors, etc.

[0153] If the restoration condition is met (step S3; Yes), a restoration process (step S4) is executed, followed by a setting confirmation process (step S5). The restoration process of step S4 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the power supply was stopped.

[0154] If the recovery condition is not met (step S3; No), an initialization process (step S6) is performed, followed by a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in RAM 102, and initial values ​​are set in the work area by the execution of the clearing process.

[0155] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is met. The setting confirmation condition is met, for example, when the power supply is started, if the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the restoration condition, including the clear signal being in the OFF state, is met in step S3. Therefore, the setting confirmation condition can be met only when the clear signal is in the OFF state, and therefore the clear signal being in the OFF state can also be included in the setting confirmation condition.

[0156] If the setting confirmation condition is met in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, it is possible to confirm the setting values ​​set therein by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0157] When the pachinko gaming machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko gaming machine 1 is stopped. In the game stop state, the launch of game balls by operating the ball-hitting handle, the detection of game balls by various switches, etc. are stopped, and the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display device 20 may be controlled to statically display a losing symbol or the like, or to display a symbol corresponding to a game stop state other than a losing symbol. When the setting confirmation state ends, the game stop state that accompanies it may also end.

[0158] In the setting change process of step S7, it is determined whether a predetermined setting change condition is met. The setting change condition is met, for example, when power supply is started, the detection signal from the door open sensor 90 is in the ON state, and the setting key 51 is turned ON. The setting change condition may also include the clear signal being in the ON state.

[0159] If the setting change condition is met in the setting change processing of step S7, the pachinko gaming machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is sequentially updated and displayed each time operation of the setting change switch 52 is detected. Thereafter, when the setting key 51 is turned off by an attendant at the gaming parlor or the like, the setting value displayed on the display monitor 29 is stored (updated and stored) in the backup area of ​​the RAM 102, and the display monitor 29 is turned off. To end the setting change state, a setting change end command is sent from the main board 11 to the performance control board 12.

[0160] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be put into a game stop state, just as when it is in the setting confirmation state. When the setting change state ends, the accompanying game stop state may also end.

[0161] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0162] The clear signal is turned on by, for example, pressing a clear switch provided on the power supply board 17. Therefore, if the detection signal from the door open sensor 90 is on and the setting key 51 is on when power supply is started, if the clear switch is on, the initialization process of step S6 and the setting change process of step S7 are executed, allowing control to the setting change state, and if the clear switch is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed, allowing control to the setting confirmation state. If the detection signal from the door open sensor 90 is off or the setting key 51 is off when power supply is started, if the clear switch is on, the initialization process of step S6 is executed but the control to the setting change state is not, and if the clear switch is off, the recovery process of step S4 is executed but the control to the setting confirmation state is not.

[0163] After executing the setting confirmation process or setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt process.

[0164] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 5. When the game control timer interrupt process shown in Fig. 5 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1 and, if necessary, issue a warning based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).

[0165] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, and the like.

[0166] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.

[0167] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.

[0168] Fig. 6 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 5. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0169] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of ​​RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission of the performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0170] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.

[0171] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of pending information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").

[0172] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values ​​compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.

[0173] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.

[0174] The variation pattern specifies the execution time of the special symbol game (special symbol variation time) (which is also the execution time of the variable display of the decorative symbol), the manner of variable display of the decorative symbol (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative symbol (type of reach presentation, etc.), and is also called a variable display pattern.

[0175] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the special symbol variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.

[0176] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," and the game is in a time-saving state or a probability variable state and the end of the count limit is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0177] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.

[0178] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.

[0179] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.

[0180] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.

[0181] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes a process for setting the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.

[0182] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.

[0183] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.

[0184] The pachinko gaming machine 1 is configured so that the probability of winning a jackpot and the payout rate change according to the setting value. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate change by using a display result determination table (winning probability) according to the setting value. For example, the setting value has six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, a setting value of 6 provides the highest advantage to the player, and the advantage decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes according to the setting value, the payout rate may also change according to the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change according to the setting value. The pachinko gaming machine 1 may be configured to be able to set one of multiple setting values ​​that provide different advantages to the player. The setting value set in the pachinko gaming machine 1 is notified by sending a setting value designation command from the main board 11 to the performance control board 12.

[0185] Fig. 7 shows an example of the configuration of the display result determination table. Fig. 7(A) shows an example of the configuration of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and Fig. 7(B) shows an example of the configuration of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in ROM 101. In the display result determination table, a win determination value compared with a random number value MR1 according to a set value is assigned to the special symbol display result, which is the variable display result of the special symbol. The random number value MR1 is a random number value for determining the display result, and its value is updated randomly within the range of 0 to 65535. A common display result determination table may be used for the first special symbol and the second special symbol.

[0186] In the display result determination table, when the gaming state is a probability variable state (high probability state), more determination values ​​are assigned to the special chart display result of "jackpot" than when it is in a normal state or a time-saving state (low probability state). As a result, when the pachinko gaming machine 1 is in a high probability state such as a probability variable state in which probability variable control is performed, the probability of determining that it will be controlled to a jackpot gaming state is higher than when it is in a low probability state such as a normal state or a time-saving state.

[0187] In the first special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same regardless of the gaming state or setting value. In the second special symbol display result determination table, a determination value is assigned so that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state is the same value different from that in the first special symbol display result determination table, regardless of the gaming state or setting value. Note that the probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be different depending on the setting value. The probability of determining that the special symbol display result is a "small hit" and controlled to a small hit gaming state may be the same regardless of the variable special symbol.

[0188] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is normal or time-saving, the range of 1020 to 1237 among the hit determination values ​​is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the setting value. When the setting value is 1, 1020 to 1237 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the setting value is 2 to 6, the numerical range corresponding to each setting value from 1238 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.

[0189] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is in a probability variable state, the range of 1020 to 1346 among the hit determination values ​​is set as a common numerical range of the jackpot determination value for determining a jackpot regardless of the set value. When the set value is 1, 1020 to 1346 is assigned to "jackpot", and only the common numerical range of the jackpot determination value for determining a jackpot is set, while when the set value is 2 to 6, the numerical range according to each set value from 1346 is set as a non-common numerical range of the jackpot determination value so as to be continuous from the common numerical range of the jackpot determination value.

[0190] In the first special symbol display result determination table, when the game state is normal or time-saving, the range of 32767 to 33094 among the hit determination values ​​is set as a common numerical range of small hit determination values ​​for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0191] In the first special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33094 among the hit determination values ​​is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0192] In the second special chart display result determination table, when the game state is normal or time-saving, the range of 32767 to 33421 among the hit determination values ​​is set as a common numerical range of small hit determination values ​​for determining small hits regardless of the set value. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0193] In the second special chart display result determination table, when the game state is in a probability variable state, the range of 32767 to 33421 among the hit determination values ​​is set as a common numerical range of the small hit determination value for determining a small hit regardless of the set value, just as when the game state is in a normal state or a time-saving state. The small hit determination value is set to a numerical range different from the common numerical range and non-common numerical range of the big hit determination value, regardless of whether the set value is 1 to 6. This prevents the numerical range of the small hit determination value from overlapping with the range of the big hit determination value that changes depending on each set value.

[0194] The number of setting values ​​that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko gaming machine 1 is 1, the game characteristics are such that the jackpot probability in the normal state is 1 / 320 and the probability variable state loops at a rate of 65% (so-called probability variable loop type), and when the setting value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and the game condition after the end of the jackpot game is controlled to the probability variable state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game. On the other hand, the gameplay may be such that the rate at which the game ball passes through a predetermined switch during a jackpot game varies depending on the variable special chart (so-called V-type), and when the setting value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small jackpot probability is 1 / 50, and the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during a high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko gaming machine 1 is any of 1 to 3, the gameplay is the same. However, a setting may be set in which the jackpot probability and small jackpot probability are higher than when the setting value is any of 1 to 3, but the number of prize balls that can be obtained during a jackpot game is smaller (for example, when the setting value set in the pachinko gaming machine 1 is any of 4 to 6). When the gameplay is changed depending on the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 is used as a performance switch (a switch for executing a predetermined performance each time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a special state or a jackpot game state based on the game ball passing through the predetermined switch).

[0195] The type of jackpot may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the jackpot type determination table. Alternatively, the type of jackpot may be determined at a common rate regardless of the setting value. The fluctuation pattern may be determined at different rates depending on the setting value, based on the allocation of judgment values ​​in the fluctuation pattern determination table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the setting value. The execution rate of normal reaches and super reaches may differ depending on the setting value, so that the setting value may be suggested by the frequency at which normal reaches and super reaches are executed. Alternatively, the execution rate of normal reaches and super reaches may be common regardless of the setting value. In addition, any setting suggestion effect may be able to be executed at different rates depending on the setting value.

[0196] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 8. When the performance control main process shown in Fig. 8 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.

[0197] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.

[0198] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to emit an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.

[0199] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.

[0200] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.

[0201] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0202] Fig. 9 is a flowchart showing an example of the processing executed in step S76 of Fig. 8 as the performance control process. In the performance control process shown in Fig. 9, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing the pre-reading notice performance are made based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.

[0203] After executing the process of step S161, the performance control CPU 120 selects and executes one of the following processes of steps S170 to S177 according to the value of a performance process flag provided in the RAM 122, for example.

[0204] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.

[0205] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.

[0206] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.

[0207] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to its initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0208] The small win performance processing in step S174 is a process executed when the performance process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.

[0209] The small win end effect processing of step S175 is a process executed when the value of the effect process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.

[0210] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.

[0211] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.

[0212] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.

[0213] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.

[0214] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).

[0215] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.

[0216] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.

[0217] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.

[0218] In this specification, expressions of comparison of various percentages such as the performance percentage (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."

[0219] (Explanation of feature part 135SG) Next, a characteristic feature 135SG (hereinafter abbreviated as the present characteristic feature 135SG) in the embodiment of the present invention will be described. Fig. 10-1 is a front view of a pachinko gaming machine 1 in the present characteristic feature 135SG. As shown in Fig. 10-1, in the pachinko gaming machine 1 in the present characteristic feature 135SG, a winning flash lamp 135SG009F imitating character A is provided on the right side of the image display device 5, and a start hole lamp 135SG009S for illuminating the winning ball device 6A (first start hole) is provided near the winning ball device 6A.

[0220] Furthermore, a stick lamp 135SG009X for illuminating the stick controller 31A is provided within the stick controller 31A, and a button lamp 135SG009Y for illuminating the push button 31B is provided within the push button 31B. These stick lamp 135SG009X and button lamp 135SG009Y, together with the above-mentioned main lamp 9a, frame lamp 9b, attacca lamp 9c, and movable body lamp 9d, constitute the game effect lamp 9 in this characteristic part 135SG.

[0221] As shown in Figure 10-2, the lamp 135SG009F for flashing when a prize is won, the starting lamp 135SG009S, the stick lamp 135SG09X, and the button lamp 135SG009Y are connected to the lamp control board 14, and can be turned on (flashed) by control from the performance control CPU 120 via the lamp control board 14.

[0222] 10-3 is an explanatory diagram showing the image display device 5 in this characteristic part 135SG. Most of the display area of ​​the image display device 5 in this characteristic part 135SG constitutes a first display area 135SG005F for displaying effects such as variable display of decorative symbols and reach effects. In addition, the lower end of the image display device 5 constitutes a second display area 135SG005Sa including a first reserved memory display area 135SG005D capable of displaying the number of reserved first special symbols by the number of reserved circular symbols, a second reserved memory display area 135SG005U capable of displaying the number of reserved second special symbols by the number of reserved circular symbols, and a caption display area 135SG005T capable of displaying captions indicating the game status, the effects currently being performed, etc.

[0223] The upper right corner of the image display device 5 forms a third display area 135SG005Sb which includes a fourth pattern 135SG005J which indicates that a special pattern is being variably displayed, a display of the number of first special pattern reserved memories and a display of the number of second special pattern reserved memories.

[0224] The first display area 135SG005F is provided in its central portion with the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R, allowing for variable display of decorative symbols. The left end of the first display area 135SG005F displays small symbols 135SG005M, which are smaller than the decorative symbols. The small symbols are arranged vertically in a row, corresponding to the decorative symbols displayed in the "left" decorative symbol display area 5L, the decorative symbols displayed in the "center" decorative symbol display area 5C, and the decorative symbols displayed in the "right" decorative symbol display area 5R. The small symbols 135SG005M are never hidden during variable display and are always displayed within the first display area 135SG005F of the image display device 5.

[0225] 10-3, in this characteristic part 135SG, the decorative pattern is arranged in the center of the first display area 135SG005F of the image display device 5, and the small pattern 135SG005M is arranged at the left end of the first display area 135SG005F of the image display device 5 in a size smaller than the decorative pattern. Therefore, the visibility of the small pattern 135SG005M is lower than the visibility of the decorative pattern.

[0226] Furthermore, an active display area 135SG005A is provided at the center bottom of the first display region 135SG005F in this characteristic portion 135SG for displaying, as an active display, a pending display corresponding to the variable display currently being executed.

[0227] Hereinafter, in this characteristic section 135SG, the hold display and the active display may be collectively referred to as the specific display.

[0228] FIG. 10-4(A) is an explanatory diagram showing an example of the contents of a performance control command used in this feature unit 135SG. The performance control command is, for example, two bytes long, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1," and the first bit of the EXT data is set to "0." Note that the command format shown in FIG. 10-4(A) is only an example, and other command formats may also be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.

[0229] In the example shown in FIG. 10-4(A), command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol on the first special symbol display device 4A. Command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol on the second special symbol display device 4B. Command 81XXH is a variable pattern specification command that specifies the variable pattern (variation time (variable display time)) of decorative symbols (also called effect symbols) that are variably displayed in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5 in response to the variable display of special symbols in the special symbol game. Here, XXH represents an unspecified hexadecimal number and may be any value set according to the instructions of the effect control command. Note that the variable pattern specification command sets different EXT data depending on the specified variable pattern, etc.

[0230] Command 8CXXH is a variable display result specification command, which is a presentation control command that specifies variable display results such as special symbols and decorative symbols. In the variable display result specification command, as shown in Figure 10-4(B), for example, different EXT data is set depending on the determination result (predetermined result) of whether the variable display result (also called variable display result) is a "miss," a "jackpot," or a "minor hit," and the determination result of which of several types of jackpot type will be used if the variable display result is a "jackpot."

[0231] For example, as shown in FIG. 10-4(B), command 8C00H is a first variable display result designation command indicating a predetermined result that the variable display result will be a "miss." Command 8C01H is a second variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot A." Command 8C02H is a third variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot B." Command 8C03H is a fourth variable display result designation command notifying the predetermined result and jackpot type determination result that the variable display result will be a "jackpot" and the jackpot type will be a "variable jackpot C." Command 8C04H is a fifth variable display result designation command that notifies the predetermined result and the jackpot type determination result that the variable display result will be "jackpot" and the jackpot type will be "non-variable jackpot". Command 8C05H is a sixth variable display result designation command that notifies the predetermined result that the variable display result will be "small jackpot".

[0232] Command 8F00H is a symbol determination command that specifies the stopping (determination) of the variation of decorative symbols in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R on the image display device 5. Command 95XXH is a game state designation command that specifies the current game state of the pachinko gaming machine 1. In the game state designation command, different EXT data is set depending on the current game state of the pachinko gaming machine 1, for example. As a specific example, command 9500H is a first game state designation command corresponding to a game state in which neither time-saving control nor probability variable control is performed (low probability low base state, normal state), and command 9501H is a second game state designation command corresponding to a game state in which time-saving control is performed but probability variable control is not performed (low probability high base state, time-saving state). In addition, command 9502H is a third game state designation command corresponding to a game state in which special probability control is performed but time-saving control is not performed (high probability low base state, special probability state without time-saving), and command 9503H is a fourth game state designation command corresponding to a game state in which time-saving control and special probability control are both performed (high probability high base state, special probability state with time-saving).

[0233] Command A0XXH is a start-of-win command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a jackpot or small win game. Command A1XXH is a large prize opening notification command that notifies the player that the large prize opening is in an open state during a jackpot game. Command A2XXH is a large prize opening post-opening notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game. Command A3XXH is a end-of-win command that specifies the display of a presentation image at the end of a jackpot game or small win.

[0234] In the hit start designation command and the hit end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determination result, for example, by setting the same EXT data as in the variable display result designation command. Alternatively, in the hit start designation command and the hit end designation command, the correspondence between the pre-determined result and the jackpot type determination result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "1" to "10") described later.

[0235] Command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established, based on the occurrence of a start winning (first start winning) when a gaming ball that has passed through (entered) the first start port formed by the winning ball device 6A is detected by the first start port switch 22A. Command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established, based on the occurrence of a start winning (second start winning) when a gaming ball that has passed through (entered) the second start port formed by the variable winning ball device 6B is detected by the second start port switch 22B.

[0236] Command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the number of reserved special symbols can be specified. Command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the number of reserved special symbols can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a first start port entry designation command is transmitted, for example, based on the first start condition being met when a gaming ball passes (enters) the first start port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when a second start port entry designation command is transmitted, for example, based on the second start condition being met when a gaming ball passes (enters) the second start port. In addition, the first pending memory number notification command and the second pending memory number notification command may be sent in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the pending memory number decreases).

[0237] Instead of the first reserved memory number notification command or the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be sent. In other words, a total reserved memory number notification command may be used to notify an increase (or decrease) in the total reserved memory number.

[0238] Commands C4XXH and C6XXH are presentation control commands (commands specifying the result of the judgment at the time of winning) that indicate the content of the judgment result at the time of winning. Of these, command C4XXH is a pattern specification command that indicates whether the variable display result will be a "jackpot" or not, the judgment result of the type of jackpot (probable hit or non-probable hit), and whether it will be a small hit, as the judgment result at the time of winning. Furthermore, command C6XXH is a variation category command that indicates the judgment result of whether the random number value for determining the variation pattern will be a "non-reach," "super reach," or "other," as the judgment result at the time of winning.

[0239] 10-4(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning slot, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of times that the probability variable control or time-saving control will be executed, etc. may be provided.

[0240] FIG. 10-5 is an explanatory diagram illustrating the random number values ​​counted on the main board 11 side. As shown in FIG. 10-5, in this feature unit 135SG, on the main board 11 side, the numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the type of jackpot, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal symbol display result are controlled so that they can be counted. Note that random number values ​​other than these may be used to enhance the gaming effect. Such random numbers used to control the progress of the game are also called gaming random numbers.

[0241] The random number circuit 104 may be configured to count numerical data indicating some or all of these random number values ​​MR1 ​​to MR4. The CPU 103 may count numerical data indicating some of the random number values ​​MR1 ​​to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in the game control counter setting unit 135SG154 shown in FIG. 10-10.

[0242] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the game state to a jackpot by treating the variable display result of a special symbol or the like in a special symbol game as a "jackpot," and takes a value in the range of, for example, "1" to "65536." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type when the variable display result is a "jackpot" as either "Probable jackpot A," "Probable jackpot B," "Probable jackpot C," or "Non-probable jackpot," and takes a value in the range of, for example, "1" to "100."

[0243] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns as one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.

[0244] The random number value MR4 for determining the normal symbol display result is a random number value used to determine whether the variable display result in the normal symbol game by the normal symbol display device 20 is a "normal symbol hit" or a "normal symbol miss", and takes a value in the range of "3" to "13", for example.

[0245] 10-6(A) shows an example of the configuration of the special chart display result determination table 1 stored in the ROM 101. In this feature unit 135SG, a common special chart display result determination table is used for the first special chart and the second special chart as the special chart display result determination table, but the present invention is not limited to this, and individual special chart display result determination tables may be used for the first special chart and the second special chart.

[0246] The special symbol display result determination table 1 is a table that is referenced to determine, based on a random number value MR1 for determining the special symbol display result, whether or not to control the variable display result into a jackpot game state as a "jackpot" before a confirmed special symbol that is a variable display result is derived and displayed in a special symbol game using a first special symbol by the first special symbol display device 4A or a special symbol game using a second special symbol by the second special symbol display device 4B.

[0247] In the special chart display result determination table 1 in this feature part 135SG, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a special chart state (high probability state).

[0248] In the special symbol display result determination table 1, table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the determination result of whether or not to set the special symbol display result as a "jackpot" and control the game state to a jackpot. In the special symbol display result determination table 1 in the feature unit 135SG, when the game state is a probability variable state (high probability state), more determination values ​​are assigned to the "jackpot" special symbol display result than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the pachinko game machine 1 performs probability variable control, the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot is higher (approximately 1 / 30 in the feature unit 135SG) than the probability of determining that the special symbol display result is a "jackpot" and control the game state to a jackpot when the game state is a normal state or a time-saving state (low probability state) (approximately 1 / 300 in the feature unit 135SG). That is, in the special chart display result judgment table 1, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.

[0249] 10-6(B) shows an example of the configuration of the special symbol display result determination table 2 stored in the ROM 101. The special symbol display result determination table 2 is a table that is referenced to determine whether or not to control the variable display result to a small win game state as a "small win" based on a random number value MR1 for determining the special symbol display result before a determined special symbol that is a variable display result is derived and displayed in a special symbol game using the first special symbol by the first special symbol display device 4A or a special symbol game using the second special symbol by the second special symbol display device 4B.

[0250] In the special chart display result determination table 2 in this characteristic part 135SG, regardless of whether the game state in the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state), a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "small hit".

[0251] In the special symbol display result determination table 2, the table data indicating the determination value to be compared with the random number value MR1 for determining the special symbol display result is determination data assigned to the decision result of whether or not to control the special symbol display result to a small hit game state as a "small hit." In the special symbol display result determination table 2 in this feature unit 135SG, the number of determination values ​​assigned to a "small hit" differs between the first special symbol game and the second special symbol game. Specifically, in the case of the first special symbol game, a determination value is assigned to a "small hit," but in the case of the second special symbol game, no determination value is assigned to a "small hit." Therefore, as will be described later, in a high base state where the variable display of the second special chart is executed with priority over the variable display of the first special chart, and where time-saving control is executed, resulting in a win in the second start winning port formed by the variable winning ball device 6B and causing the variable display of the second special chart to be executed frequently, ``small wins'' almost never occur, and in a high base state where game balls are likely to enter the second start winning port formed by the variable winning ball device 6B, the occurrence of small wins which do not result in many game balls being obtained can be avoided, thereby preventing a decrease in interest in the game.

[0252] FIG. 10-7(A) shows an example of the configuration of a jackpot type determination table stored in ROM 101. The jackpot type determination table in this feature unit 135SG is a table referenced to determine one of multiple jackpot types based on the jackpot type determination random number value MR2 when it is determined that the special symbol display result is a "jackpot" and that the game state is to be controlled to a jackpot. In the jackpot type determination table, a value (determination value) compared with the jackpot type determination random number value MR2 is assigned to multiple jackpot types, such as "non-variable jackpot," "variable jackpot A," "variable jackpot B," and "variable jackpot C," depending on whether the special symbol variably displayed (variably displayed) in the special symbol game is the first special symbol (special symbol game by the first special symbol display device 4A) or the second special symbol (special symbol game by the second special symbol display device 4B).

[0253] Here, the types of jackpots in this feature section 135SG will be explained using Figure 10-7(B). In this feature section 135SG, the jackpot types are set to be ``probable jackpot A'' and ``probable jackpot B'', in which high-probability control and time-saving control are executed after the jackpot game state ends, resulting in a transition to a high-probability, high-base state; ``probable jackpot C'', in which high-probability control is executed but time-saving control is not executed after the jackpot game state ends, resulting in a transition to a high-probability, low-base state; and ``non-probable jackpot'', in which only time-saving control is executed after the jackpot game state ends, resulting in a transition to a low-probability, high-base state.

[0254] The jackpot gaming state resulting from "probable jackpot A" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state resulting from "probable jackpot B" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 5 times (so-called 5 rounds). And the jackpot gaming state resulting from "probable jackpot C" is a normal opening jackpot in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). And the jackpot gaming states resulting from "probable jackpot C" and "non-probable jackpot" are normal opening jackpots in which the rounds that change the special variable winning ball device 7 to the first state that is advantageous to the player are repeated 2 times (so-called 2 rounds). Therefore, "Probable jackpot A" is sometimes referred to as a 10-round (10R) probable jackpot, "Probable jackpot B" is sometimes referred to as a 5-round (5R) probable jackpot, and "Probable jackpot C" is sometimes referred to as a 2-round (2R) probable jackpot.

[0255] Although not shown, the small win game state in this feature part 135SG changes the special variable winning ball device 7 to the first state, which is advantageous to the player, twice, and the opening time is 0.1 seconds. After the small win game ends, the game state immediately before the small win game is carried over.

[0256] The high-probability control and time-saving control executed after the end of the jackpot game state of a probability variable jackpot continue to be executed until another jackpot occurs after the end of the jackpot game state. Therefore, if the jackpot that occurs again is a probability variable jackpot, the high-probability control and time-saving control are executed again after the end of the jackpot game state, so that the jackpot game state occurs continuously without going through the normal state, resulting in a so-called consecutive win state.

[0257] On the other hand, the time-saving control that is executed after the end of the jackpot game state due to a "non-certain jackpot" ends when a predetermined number of special game games (100 times in this feature part 135SG) are played, or when the jackpot game state is reached before the predetermined number of special game games are played.

[0258] In the setting example of the jackpot type determination table shown in Figure 10-7(A), the allocation of judgment values ​​to the jackpot types of "probable jackpot A," "probable jackpot B," "probable jackpot C," and "non-probable jackpot" differs depending on whether the variably displayed special chart is the first special chart or the second special chart. In other words, when the variably displayed special chart is the first special chart, a predetermined range of judgment values ​​(values ​​in the range of "81" to "100") is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C," which have a small number of rounds, while when the variably displayed special chart is the second special chart, no judgment value is assigned to the jackpot types of "probable jackpot B" and "probable jackpot C." With this setting, the proportion of jackpot types determined as "probable jackpot B" or "probable jackpot C," which have a small number of rounds, can be made different between cases where the first start condition for starting a special game using the first special symbol by the first special symbol display device 4A is met and cases where the jackpot type is determined as one of a plurality of types based on the second start condition for starting a special game using the second special symbol by the second special symbol display device 4B being met. In particular, in a special game using the second special symbol, the jackpot type is not determined to be "probable jackpot B" or "probable jackpot C," which is a normal opening jackpot state with a small number of rounds or a high-speed opening jackpot state. Therefore, for example, in a game state where game balls are likely to enter the second start winning hole formed by the variable winning ball device 6B due to high opening control associated with time-saving control, frequent occurrence of jackpot states with a small number of prize balls can be avoided, preventing a decrease in game interest.

[0259] In addition, in the example of setting the jackpot type determination table shown in Figure 10-7(A), the allocation of determination values ​​for the "non-probability variable" jackpot type is the same regardless of whether it is the first special chart special chart game or the second special chart, so the probability of a non-probability variable jackpot and the probability of a probability variable jackpot are the same regardless of whether it is the first special chart special chart game or the second special chart game.

[0260] Therefore, as mentioned above, just as the allocation of judgment values ​​for "Special Jackpot B" and "Special Jackpot C" differs depending on whether it is the first special chart game or the second special chart, the allocation of judgment values ​​for "Special Jackpot A" also differs depending on whether it is the first special chart game or the second special chart, and for "Special Jackpot A", which has a larger number of rounds, it is set up so that it is easier to determine in the second special chart game than in the first special chart game.

[0261] In addition, in the case of a special chart game of the second special chart, a predetermined range of judgment values ​​different from that in the case of a special chart game of the first special chart may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C". For example, in the case of a special chart game of the second special chart, fewer judgment values ​​may be assigned to the jackpot types of "probable jackpot B" and "probable jackpot C" compared to the case of a special chart game of the first special chart. Alternatively, regardless of whether it is a special chart game of the first special chart or the second special chart, the jackpot type may be determined by referring to common table data.

[0262] FIG. 10-8 shows a variation pattern in this characteristic part 135SG. In this characteristic part 135SG, a plurality of variation patterns are prepared in advance corresponding to the cases where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "non-reach" and a "reach", and also corresponding to the cases where the variable display result is a "jackpot" or a "small hit". Note that a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and a variation pattern corresponding to the case where the variable display result is a "miss" and the variable display mode of the decorative symbol is a "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). In addition, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is a "miss". The variation pattern corresponding to the variable display result being "jackpot" is called a jackpot variation pattern.

[0263] The jackpot variation patterns and reach variation patterns include a normal reach variation pattern in which a normal reach reach effect is executed, and a super reach variation pattern in which a super reach reach effect is executed. In this feature unit 135SG, the normal reach variation patterns are a normal reach variation pattern in which a pseudo consecutive effect, which will be described later, is not executed, and a normal reach variation pattern in which a pseudo consecutive effect, which will be described later, is executed once, and a common normal reach reach effect is executed. Furthermore, the super reach variation patterns are a super reach variation pattern in which a pseudo consecutive effect, which will be described later, is executed twice, and a super reach variation pattern in which a pseudo consecutive effect, which will be described later, is executed three times, and a common super reach reach effect is executed. In other words, this feature unit 135SG illustrates a form in which only one type of reach effect is provided for each of the normal reach reach effect and the super reach reach effect, but the present invention is not limited to this, and multiple reach effects may be provided for the normal reach reach effect and the super reach reach effect.

[0264] In addition, the fluctuation patterns in this feature section 135SG also include a special hit fluctuation pattern (PC1-1) corresponding to when the variable display result is a "small hit" or the variable display result is a "jackpot" and the jackpot type is a "probable jackpot C."

[0265] As shown in Figure 10-8, the special chart variable display time of the normal reach variation pattern in which the reach performance of the normal reach in this feature part 135SG is executed is set shorter than that of the super reach variation pattern.

[0266] In addition, the normal reach variation pattern in this feature part 135SG includes a variation pattern that does not execute a pseudo consecutive performance that temporarily stops and re-variably displays the decorative pattern during variable display, and a variation pattern that executes a pseudo consecutive performance once during variable display. In addition, in the normal reach variation pattern, the variation pattern that does not execute a pseudo consecutive performance during variable display is set to have a shorter special pattern variation time than the variation pattern that executes a pseudo consecutive performance once during variable display.

[0267] Furthermore, the super reach variation pattern in this feature part 135SG has a variation pattern in which the pseudo consecutive performance is executed twice during the variable display, and a variation pattern in which the pseudo consecutive performance is executed three times during the variable display. In the super reach variation pattern, the variation pattern in which the pseudo consecutive performance is executed twice during the variable display is set to have a shorter special chart variation time than the variation pattern in which the pseudo consecutive performance is executed three times during the variable display.

[0268] Furthermore, in this feature part 135SG, the variable display result is set to have a higher probability of becoming a "jackpot" in the order of super reach, normal reach, and non-reach, so in the normal reach variation pattern and super reach variation pattern, the longer the special chart variation time, the higher the probability of becoming a jackpot.

[0269] In other words, for the normal reach variation pattern and super reach variation pattern in this feature part 135SG, the more pseudo consecutive performances that are executed during the variable display, the higher the chance of a jackpot.

[0270] Furthermore, in this characteristic section 135SG, as will be described later, rather than first determining the type of fluctuation pattern, such as a non-reach type, a normal reach type, or a super reach type, and then determining the fluctuation pattern to be executed from the fluctuation patterns belonging to the determined type, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern without determining these types, but the present invention is not limited to this, and for example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may be determined first from these random number values ​​for determining the type of fluctuation pattern, and then the fluctuation pattern to be executed may be determined from the fluctuation patterns belonging to the determined type.

[0271] 10-9 is an explanatory diagram of a method for determining a variation pattern in this characteristic unit 135SG. In this characteristic unit 135SG, the variation pattern determination table to be selected is changed depending on the display result of the variable display to be executed and the number of reserved memories.

[0272] Specifically, as shown in Figure 10-9, if the variable display result is a non-probable jackpot, the jackpot fluctuation pattern determination table A is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table A from PB1-1 (fluctuation pattern for a normal reach jackpot), PB1-2 (fluctuation pattern for a normal reach jackpot with one pseudo consecutive performance), PB1-3 (fluctuation pattern for a super reach jackpot with two pseudo consecutive performances), and PB1-4 (fluctuation pattern for a super reach jackpot with three pseudo consecutive performances). Also, if the variable display result is a guaranteed jackpot, the jackpot fluctuation pattern determination table B is selected, and the fluctuation pattern is determined using the jackpot fluctuation pattern determination table B from PB1-1 (fluctuation pattern of a normal reach jackpot), PB1-2 (fluctuation pattern of a normal reach pseudo consecutive performance jackpot with one jackpot), PB1-3 (fluctuation pattern of a normal reach pseudo consecutive performance jackpot with two jackpots), and PB1-4 (fluctuation pattern of a normal reach pseudo consecutive performance jackpot with three jackpots).

[0273] As shown in FIG. 10-9, the jackpot fluctuation pattern determination table A and the jackpot fluctuation pattern determination table B have different determination rates for PB1-1 to PB1-4. Specifically, in the jackpot fluctuation pattern determination table A, PB1-1 is determined at a rate of 30%, PB1-2 at a rate of 45%, PB1-3 at a rate of 20%, and PB1-4 at a rate of 5%. On the other hand, in the jackpot fluctuation pattern determination table B, PB1-1 is determined at a rate of 5%, PB1-2 at a rate of 20%, PB1-3 at a rate of 30%, and PB1-4 at a rate of 45%. In other words, in this feature unit 135SG, when the variable display result is a probability variable jackpot, the variable display result is determined to be a super reach fluctuation pattern at a higher rate than when the variable display result is a non-probability variable jackpot. Furthermore, when paying attention to the number of times the pseudo consecutive effects are executed, when the variable display result is a probability variable jackpot, it is easier for more pseudo consecutive effects to be executed during the variable display than when the variable display result is a non-probability variable jackpot. For this reason, this feature unit 135SG makes it possible to draw the player's attention to the change pattern in the variable display and the number of times the pseudo consecutive effects are executed.

[0274] Also, if the variable display result is a small win, the special win fluctuation pattern determination table is selected, and the fluctuation pattern is determined to be PC1-1 (special win fluctuation pattern) using the special win fluctuation pattern determination table.

[0275] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is two or less, the miss fluctuation pattern determination table A is selected, and the miss fluctuation pattern determination table A is used to determine the fluctuation pattern from PA1-1 (non-reach miss fluctuation pattern), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).

[0276] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is three, the miss fluctuation pattern determination table B is selected, and the miss fluctuation pattern determination table B is used to determine the fluctuation pattern from PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).

[0277] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is three, the miss fluctuation pattern determination table B is selected, and the miss fluctuation pattern determination table B is used to determine the fluctuation pattern from PA1-2 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).

[0278] Also, in the normal game state (low base state), if the variable display result is "miss" and the number of reserved memories of the variable special chart is four, the miss fluctuation pattern determination table C is selected, and the miss fluctuation pattern determination table C is used to determine the fluctuation pattern from PA1-3 (shortened fluctuation pattern of non-reach miss), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo consecutive performance three miss fluctuation pattern).

[0279] Also, if the variable display result is a "miss" in the time-shortening state (high base state), the miss fluctuation pattern determination table D is selected, and the miss fluctuation pattern determination table D is used to determine the fluctuation pattern from PA1-4 (time-shortening fluctuation pattern for non-reach misses), PA2-1 (normal reach miss fluctuation pattern), PA2-2 (normal reach pseudo-consecutive performance one miss fluctuation pattern), PA2-3 (super reach pseudo-consecutive performance two miss fluctuation pattern), and PA2-4 (super reach pseudo-consecutive performance three miss fluctuation pattern).

[0280] In other words, when the variable display result in this feature part 135SG is a "miss," the probability that the variable display will be executed using a shortened variable pattern (PA1-2, PA1-3, PA1-4) in which the special chart variable display time is shorter than the normal non-reach miss variable pattern (PA1-1) is higher, based on the number of reserved memories of the variable special chart being 3 or 4, etc., or the time-shortened state, so it is possible to prevent the game from being prolonged while shortening the period until the next variable display result is a jackpot.

[0281] The RAM 102 in this characteristic unit 135SG is provided with a game control data holding area 135SG150 as shown in FIG. 10-10, for example, as an area for holding various data used to control the progress of the game in the pachinko game machine 1. The game control data holding area 135SG150 shown in FIG. 10-10 includes a first special symbol reserve memory unit 135SG151A, a second special symbol reserve memory unit 135SG151B, a normal symbol reserve memory unit 135SG151C, a game control flag setting unit 135SG152, a game control timer setting unit 135SG153, a game control counter setting unit 135SG154, and a game control buffer setting unit 135SG155.

[0282] The first special symbol reserve memory unit 135SG151A stores reserved data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started, but in which a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A, resulting in a start winning (first start winning). As an example, the first special symbol reserve memory unit 135SG151A associates reserved numbers with the order of winning (the order of detection of game balls) into the first start winning port, and stores, as reserved data, random number values ​​MR1 ​​for determining the special symbol display result, random number values ​​MR2 for determining the jackpot type, and numerical data indicating random number values ​​MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition when the game ball passes (enters), until the number of stored data reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the first special chart reserved memory unit 135SG151A indicates that the execution of the special chart game using the first special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.

[0283] The second special symbol reserve memory unit 135SG151B stores reserved data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started, but in which a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B and a start winning (second start winning) has occurred. As an example, the second special symbol reserve memory unit 135SG151B associates reserved numbers with the order of winning (the order of detection of game balls) into the second start winning port, and stores, as reserved data, numerical data indicating a random number value MR1 for determining the special symbol display result, a random number value MR2 for determining the type of jackpot, and a random number value MR3 for determining the fluctuation pattern, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the second start condition when the game ball passes (enters), until the number reaches a predetermined upper limit (for example, "4"). In this way, the reserved data stored in the second special chart reserved memory unit 135SG151B indicates that the execution of a special chart game using the second special chart is reserved, and becomes reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.

[0284] In addition, the reservation information (first reservation information) based on the establishment of the first start condition by the game ball passing through (entering) the first start winning port, and the reservation information (second reservation information) based on the establishment of the second start winning condition by the game ball passing through (entering) the second start winning port may be stored in a common reservation storage unit in association with the reservation number. In this case, start port data indicating whether the game ball passed through (entered) the first start winning port or the second start winning port may be included in the reservation information and stored in association with the reservation number.

[0285] The normal symbol reserve memory unit 135SG151C stores reserve information for normal symbol games that have not yet been started by the normal symbol display device 20, even though the game ball that has passed through the passing gate 41 has been detected by the gate switch 21. For example, the normal symbol reserve memory unit 135SG151C associates the game ball with a reserve number in the order in which it passed through the passing gate 41, and stores numerical data indicating a random number value MR4 for determining the normal symbol display result extracted by the CPU 103 from the random number circuit 104, etc., based on the passage of the game ball, as reserved data until the number reaches a predetermined upper limit value (for example, "4").

[0286] The game control flag setting unit 135SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 135SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.

[0287] The game control timer setting unit 135SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 135SG153 stores data indicating timer values ​​of each of a plurality of types of timers.

[0288] The game control counter setting unit 135SG154 is provided with a plurality of types of counters for counting count values ​​used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 135SG154 stores data indicating the count values ​​of each of the plurality of types of counters. Here, the game control counter setting unit 135SG154 may be provided with a random counter for counting some or all of the game random numbers in a manner that allows the CPU 103 to update them by software.

[0289] The random counter of the game control counter setting unit 135SG154 stores, as a random count value, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR2 to MR4, and the numerical data indicating each random number is updated periodically or irregularly in accordance with the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be software for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be software for updating the random count value by performing predetermined processing such as scrambling or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.

[0290] The game control buffer setting unit 135SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 135SG155 stores data indicating buffer values ​​for each of a plurality of types of buffers.

[0291] The RAM 122 mounted on the performance control board 12 is provided with a performance control data holding area 135SG190 as shown in Fig. 10-11(A) as an area for holding various data used to control performance operations. The performance control data holding area 135SG190 shown in Fig. 10-11(A) includes a performance control flag setting unit 135SG191, a performance control timer setting unit 135SG192, a performance control counter setting unit 135SG193, and a performance control buffer setting unit 135SG194.

[0292] The performance control flag setting unit 135SG191 is provided with multiple types of flags whose states can be updated in accordance with the performance operation state, such as the display state of the performance image on the screen of the image display device 5, and performance control commands transmitted from the main board 11. For example, the performance control flag setting unit 135SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the multiple types of flags.

[0293] The performance control timer setting unit 135SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 135SG192 stores data indicating the timer values ​​of each of the plurality of types of timers.

[0294] The performance control counter setting unit 135SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 135SG193 stores data indicating the count values ​​of each of the plurality of types of counters.

[0295] The performance control buffer setting unit 135SG194 is provided with various buffers that temporarily store data used to control the progress of various performance operations. For example, the performance control buffer setting unit 135SG194 stores data indicating the buffer values ​​of each of multiple types of buffers.

[0296] In this characteristic unit 135SG, the data constituting the start winning time receiving command buffer 135SG194A as shown in FIG. 10-11 (B) is stored in a predetermined area of ​​the performance control buffer setting unit 135SG194. The start winning time receiving command buffer 135SG194A is provided with a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value (for example, "4") of the total reserved memory number of the first special symbol reserved memory. Also, the start winning time receiving command buffer 135SG194A is provided with a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value (for example, "4") of the total reserved memory number of the second special symbol reserved memory. When a start winning occurs in the first start winning port or the second start winning port, a set of four commands, namely, a start port winning designation command (first start port winning designation command or second start port winning designation command), a pattern designation command, a variable category designation command, and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), is transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special symbol reserved memory and the storage area corresponding to the second special symbol reserved memory in the start winning receiving command buffer 135SG194A are provided with storage areas (entries) for storing these start port winning designation commands, pattern designation commands, variable category designation commands, reserved memory number notification commands, reserved display flags, and winning flash effect target flags indicating whether or not a winning flash effect is the target of the winning flash effect described later, in association with the reserved memory number, and are divided into the first special symbol reserved memory and the second special symbol reserved memory.

[0297] When the start condition is met and the variable display of the top reserved memory (buffer number "1-1" or buffer number "2-1") begins, the contents (data) of the reserved memory for which the start condition is met are copied to the active display buffer 135SG194B in Figure 10-11 (C), and the copied contents of the reserved memory are deleted from the start winning time reception command buffer 135SG194A.Then, the contents of the storage areas lower than the deleted reserved memory are shifted one by one to the higher storage areas.

[0298] As described above, when the variable display of the reserved memory (buffer number "1-1" or "2-1") starts, the contents (data) of the reserved memory for which the start condition is met are copied to the active display buffer 135SG194B, so as shown in Figure 10-11 (C), a storage area similar to that of the start winning reception command buffer 135SG194A is provided. That is, an area for storing the start winning specification command, an area for storing the pattern specification command, an area for storing the variable category command, an area for storing the reserved memory number notification command, an area for storing the reserved display flag, and an area for storing the winning flash effect target flag that indicates whether or not the winning flash effect described later is the target.

[0299] In this feature part 135SG, when a start winning occurs when variable display is not being executed and there is no reserved memory, the start winning designation command, pattern designation command, variable category command, and reserved memory number notification command based on the start winning are stored in the active display buffer 135SG194B without passing through the start winning reception command buffer 135SG194A. The reserved display flag is set by the performance control CPU 120 executing the advance notice setting process (S161) described later.

[0300] The contents stored in the active display buffer 135SG194B are cleared (deleted) in the special drawing hit waiting process executed when the variable display is ended.

[0301] The reserved display flag is a flag that indicates the display mode of the reserved display or the active display corresponding to the variable display being executed. As will be described in detail later, this feature unit 135SG can suggest the rate at which the game is controlled to a jackpot game state depending on the display mode of these reserved displays or active displays (value of the reserved display flag).

[0302] Next, the start winning determination process of this feature unit 135SG executed in step S101 of FIG. 6 will be described with reference to FIGS. 10-12. In the start winning determination process, the CPU 103 first determines whether the first start opening switch 22A, which is provided corresponding to the first start winning opening formed by the winning ball device 6A, is in the ON state based on a detection signal from the first start opening switch 22A (step 135SGS101a). If the first start opening switch 22A is in the ON state (step 135SGS101a; Y), the CPU 103 determines whether the first special symbol reserved memory number, which is the reserved memory number for the special symbol game using the first special symbol, has reached a predetermined upper limit (e.g., "4" as the upper limit memory number) (step 135SGS102). The CPU 103 can identify the first special symbol reserved memory number by, for example, reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 135SG154. When the number of reserved memories of the first special chart is not the upper limit value in step 135SGS102 (step 135SGS102; N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 135SG155 is set to "1" (step 135SGS103).

[0303] When the first start opening switch 22A is off in step 135SGS101a (step 135SGS101; N), or when the number of first special symbol reserved memories reaches the upper limit in step 135SGS102 (step 135SGS102; Y), it is determined whether the second start opening switch 22B, which is provided corresponding to the second start opening formed by the variable winning ball device 6B, is in the on state (step 135SGS101b). At this time, if the second start opening switch 22B is in the on state (step 135SGS101b; Y), it is determined whether the second special symbol reserved memory number, which is the number of reserved memories for the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (step 135SGS105). The CPU 103 can specify the number of reserved second special symbols by reading the second reserved memory count value, which is the stored value of the second reserved memory count counter provided in the game control counter setting unit 135SG154. When the second reserved memory count is not the upper limit value in step 135SGS105 (step 135SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 135SG155 is set to "2" (step 135SGS106).

[0304] After executing either the process of step 135SGS103 or step 135SGS106, the number of reserved special symbols corresponding to the start port buffer value, which is the value stored in the start port buffer, is updated by adding 1 (step 135SGS107). For example, when the start port buffer value is "1," the first reserved symbol count value is added by 1, while when the start port buffer value is "2," the second reserved symbol count value is added by 1. Thus, the first reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the first start port and the first start condition corresponding to the special symbol game using the first special symbol is established. Furthermore, the second reserved symbol count value is updated to increase by 1 when the gaming ball passes (enters) the second start port and the second start condition corresponding to the special symbol game using the second special symbol is established. At this time, the total reserved symbol count is also updated to increase by 1 (step 135SGS108). For example, the total reserved memory number count value, which is the stored value of the total reserved memory number counter provided in the game control counter setting unit 135SG154, may be updated to add one.

[0305] After executing the processing of step 135SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for determining the special symbol display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random counter of the random number circuit 104 and the game control counter setting unit 135SG154 (step 135SGS109). The numerical data indicating each extracted random number value is stored by being set as reservation information at the beginning of an empty entry in the special symbol reservation memory unit according to the start port buffer value (step 135SGS110). For example, when the start port buffer value is "1", the first special symbol reservation memory unit 135SG151A stores numerical data indicating the random number values ​​MR1 ​​to MR3, while when the start port buffer value is "2", the second special symbol reservation memory unit 135SG151B stores numerical data indicating the random number values ​​MR1 ​​to MR3.

[0306] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of jackpot are used to determine whether the variable display result of the special symbol or decorative symbol is a "jackpot" or not, and further to determine the type of jackpot if the variable display result is a "jackpot." The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. By executing the processing of step 135SGS109, the CPU 103 extracts numerical data indicating all of the random number values ​​used to determine the variable display mode including the variable display result and variable display time of the special symbol or decorative symbol.

[0307] Following the processing of step 135SGS110, a setting for sending a start port winning designation command according to the start port buffer value is made (step 135SGS111). For example, when the start port buffer value is "1," a setting for sending a first start port winning designation command to the performance control board 12 is made by storing the storage address of the first start port winning designation command table in ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer. On the other hand, when the start port buffer value is "2," a setting for sending a second start port winning designation command to the performance control board 12 is made by storing the storage address of the second start port winning designation command table in ROM 101 in the buffer area of ​​the transmission command buffer. The start port winning designation command set in this way is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 4.

[0308] Following the processing of step 135SGS111, a random number value determination process is executed when a prize is won (step 135SGS112). After that, for example, the storage address of the reserved memory number notification command table in ROM 101 is stored in the buffer area designated by the transmission command pointer in the transmission command buffer, thereby setting up to send the reserved memory number notification command to the performance control board 12 (step 135SGS113). The reserved memory number notification command set in this way is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of step S27 shown in Figure 5 after the special symbol process processing is completed.

[0309] After executing the processing of step 135SGS113, it is determined whether the start port buffer value is "1" (step 135SGS114). At this time, if the start port buffer value is "1" (step 135SGS114; Y), the start port buffer is cleared and its stored value is initialized to "0" (step 135SGS115), and then the processing proceeds to step 135SGS104. On the other hand, if the start port buffer value is "2" (step 135SGS114; N), the start port buffer is cleared and its stored value is initialized to "0" (step 135SGS116), and then the start winning processing is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect a start winning of a valid game ball, it is possible to reliably complete the processing based on the detection of both valid start winnings.

[0310] 10-13(A) is a flowchart showing an example of a process executed in step 135SGS112 of FIG. 10-12 as a random number value determination process at the time of winning. In this feature section 135SG, when the variable display of the special symbol or the decorative symbol is started, the normal special symbol process (step S110 of FIG. 6) determines whether or not to control the special symbol display result (the variable display result of the special symbol) as a "jackpot" and to control the game state to a jackpot. In addition, in the variable pattern setting process (step S111 of FIG. 6), a variable pattern that specifically defines the variable display mode of the decorative symbol is determined.

[0311] On the other hand, apart from these determinations, when a gaming ball is detected in the start winning slot (first start winning slot or second start winning slot), CPU 103 executes the winning time random number determination process of step 135SGS112 to determine whether or not it is determined that a jackpot pattern will be statically displayed as a special symbol display result, and whether or not the variable display mode of the decorative symbol will be a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or decorative symbol based on the detection of the gaming ball entering the start winning slot begins, that is, before it is determined whether or not a jackpot will be determined at the start of the variable display, it is determined that the special symbol display result will be a "jackpot" and which category of variable display mode the variable display mode of the decorative symbol will be, and based on this determination result, a preview effect such as a pre-reading preview effect will be executed by the effect control CPU 120 or the like, as will be described later.

[0312] 10-13(A), the CPU 103 first identifies the current game state of the pachinko gaming machine 1 by checking the state of the time-saving flag and the probability variable flag provided in the game control flag setting unit 135SG152, for example (step 135SGS121). The CPU 103 identifies the probability variable state when the probability variable flag is on, identifies the time-saving state when the probability variable flag is off and the time-saving flag is on, and identifies the normal state when both the probability variable flag and the time-saving flag are off.

[0313] Following the processing of step 135SGS121, the special symbol display result judgment table 1 shown in FIG. 10-6 is selected and set (step 135SGS122). After that, it is determined whether the numerical data indicating the random number value MR1 for determining the special symbol display result extracted in step 135SGS109 of FIG. 10-12 is within a predetermined jackpot judgment range (step 135SGS123). In the jackpot judgment range, individual judgment values ​​assigned to the special symbol display result of "jackpot" in the special symbol display result judgment table 1 selected by the processing of step 135SGS122 are set, and the CPU 103 can determine whether or not there is a judgment value that matches the random number value MR1 by comparing the random number value MR1 with each judgment value one by one. Alternatively, numerical values ​​indicating the minimum value (lower limit value) and maximum value (upper limit value) of the judgment value included in the jackpot judgment range may be set, and the CPU 103 may compare the random number value MR1 with the minimum or maximum value of the jackpot judgment range to determine whether the random number value MR1 is within the jackpot judgment range. In this case, if it is determined that the random number value MR1 is within the jackpot judgment range, it can be determined that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot."

[0314] If it is determined in step 135SGS123 that it is not within the big win judgment range, that is, if it is determined that there is no big win in the variable display (step 135SGS123; N), the special chart display result judgment table 2 shown in Figure 10-6 is selected and set (step 135SGS124). After that, it is determined whether the numerical data indicating the random number value MR1 for special chart display result judgment extracted in step 135SGS109 of Figure 10-12 is within a predetermined small win judgment range (step 135SGS125).

[0315] If the numerical data indicating the random number value MR1 is within a predetermined small hit determination range, that is, if it is determined that a small hit will occur in the variable display (step 135SGS125; Y), the transmission setting for the sixth pattern designation command, which is a pattern designation command corresponding to the variable display result being a "small hit", is executed (step 135SGS126), a variable pattern determination table for special hits is selected and set (step 135SGS127), and the process proceeds to step 135SGS138.

[0316] If the numerical data indicating the random number value MR1 is not within the predetermined small win judgment range, that is, if the variable display result in the variable display is a "miss," the transmission setting of the first symbol designation command, which is a symbol designation command corresponding to the variable display result being a "miss" (step 135SGS128), is executed, and it is determined whether the time-saving flag is on or not, that is, whether the current game state is in the time-saving state or not (step 135SGS129). If the time-saving flag is off (step 135SGS129; N), the miss variation pattern determination table A is selected and set, and if the time-saving flag is on (step 135SGS129; Y), the miss variation pattern determination table D is selected and set (step 135SGS131). The miss variation pattern determination table A is a miss variation pattern determination table used when the number of reserved memories is two or less. In addition, the loss fluctuation pattern determination table D is a loss fluctuation pattern determination table that is used when the game state is a high base state in which time-shortening control is being executed.

[0317] In addition to these miss fluctuation pattern determination table A and miss fluctuation pattern determination table D, this feature part 135SG also has miss fluctuation pattern determination table B, which is used when the number of reserved memories is 3, and miss fluctuation pattern determination table C, which is used when the number of reserved memories is 4, prepared in advance.As shown in Figure 10-9, of these miss fluctuation pattern determination tables A to C, in miss fluctuation pattern determination table A, 600 determination values ​​from 0 to 599 are assigned to non-reach fluctuation patterns within the range that the random number value MR3 for fluctuation pattern determination can take, in miss fluctuation pattern determination table B, 700 determination values ​​from 0 to 699 are assigned to non-reach fluctuation patterns within the range that the random number value MR3 for fluctuation pattern determination can take, and in miss fluctuation pattern determination table C, 800 determination values ​​from 0 to 799 are assigned to non-reach fluctuation patterns within the range that the random number value MR3 for fluctuation pattern determination can take. On the other hand, in the loss fluctuation pattern determination tables A to C, 97 determination values ​​from 901 to 997 within the range that the random number value MR3 for determining the fluctuation pattern can take are assigned to the fluctuation pattern of the super reach.

[0318] For this reason, by determining the fluctuation pattern using the miss fluctuation pattern determination table A in step 135SGS126, the determination of non-reach and super reach will always be the fluctuation pattern of non-reach or super reach even if the number of reserved memories changes after the determination, so when determining the initial winning, the determination is made using the miss fluctuation pattern determination table A.

[0319] Also, if it is determined in step 135SGS123 that it is within the jackpot determination range, that is, if it is determined that a jackpot will occur during variable display (step 135SGS123; Y), as shown in FIG. 10-13(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 135SGS132). At this time, the CPU 103 selects table data for jackpot type determination from the table data constituting the jackpot type determination table according to the variable special chart specified corresponding to the start port buffer value (the "first special chart" corresponding to "1" or the "second special chart" corresponding to "2"). Then, by referring to the selected table data for jackpot type determination, it is determined which of multiple types the jackpot type is determined to be.

[0320] In addition, the transmission setting of the symbol designation command according to the determined jackpot type, that is, if it is a variable jackpot A, the second symbol designation command, if it is a variable jackpot B, the third symbol designation command, if it is a variable jackpot C, the fourth symbol designation command, if it is a non-variable jackpot, the fifth symbol designation command is executed (step 135SGS133), and then it is determined whether the determined jackpot type is a non-variable jackpot (step 135SGS134). If the determined jackpot type is a non-variable jackpot (step 135SGS134; Y), the jackpot fluctuation pattern determination table A is selected and set as a table for determining the jackpot fluctuation pattern (step 135SGS135), and proceeds to step 135SGS138.

[0321] Also, if the determined jackpot type is a probability variable jackpot (step 135SGS134; N), the jackpot fluctuation pattern determination table B is selected and set (step 135SGS136), and the process proceeds to step 135SGS138.

[0322] After executing any of the processes of step 135SGS127, step 135SGS130, step 135SGS131, step 135SGS135, and step 135SGS136, the variable category according to the range of the judgment value including the random number value MR3 is determined using each variable pattern determination table set in each of these steps and the numerical data indicating the random number value MR3 for determining the variable pattern (step 135SGS138). In this feature part 135SG, as shown in FIG. 10-13 (B), when at least the variable display result is "miss", a variable category that becomes the variable display mode of "non-reach" in common regardless of the total reserved memory number, a variable category that becomes the variable display mode of "super reach", and a variable category of "other" that becomes the variable display mode other than "non-reach" and "super reach" (for example, normal reach), are provided, and it is sufficient to be able to determine whether or not such a variable category is determined based on the random number value MR3.

[0323] Thereafter, a variable category designation command according to the determination result obtained by the processing of step 135SGS138 is set to be sent to the performance control board 12 (step 135SGS139), and the winning random number determination processing is terminated.

[0324] Fig. 10-14 is a flowchart showing an example of the command analysis process executed in step S75 of Fig. 8. In the command analysis process shown in Fig. 10-14, the performance control CPU 120 first determines whether or not there is a received command from the main board 11 transmitted via the relay board 15 by checking the memory contents of the performance control command receiving buffer (step 135SGS221). At this time, if there is no received command (step 135SGS221; N), the command analysis process ends.

[0325] If there is a received command in step 135SGS221 (step 135SGS221; Y), it is determined whether or not the received command is a command specifying winning at the first starting port, for example, by checking the MODE data of the received command (step 135SGS222).

[0326] If the received command is not the first start port winning specification command in step 135SGS222 (step 135SGS222; N), it is determined whether the received command is the second start port winning specification command (step 135SGS224).

[0327] If the received command in step 135SGS224 is not a second starting gate winning specification command (step 135SGS224; N), it is determined whether the received command is a pattern specification command (step 135SGS226).If the received command in step 135SGS226 is not a pattern specification command (step 135SGS226; N), it is determined whether the received command is a variable category command (step 135SGS227).If the received command in step 135SGS227 is not a variable category command (step 135SGS227; N), it is determined whether the received command is a first pending memory number notification command (step 135SGS228).

[0328] If the received command is not the first reserved memory number notification command in step 135SGS228 (step 135SGS228; N), it is determined whether the received command is the second reserved memory number notification command (step 135SGS230).

[0329] If the command received in step 135SGS222 is a command to designate a first starting port winning (step 135SGS222; Y), if the command received in step 135SGS224 is a command to designate a second starting port winning (step 135SGS224; Y), if the command received in step 135SGS226 is a pattern designation command (step 135SGS226; Y), or if the command received in step 135SGS227 is a variable category command (step 135SGS227; Y). If the received command in step 135SGS228 is the first pending memory number notification command (135SGS228; Y), or if the received command in step 135SGS230 is the second pending memory number notification command (step 135SGS230; Y), the received command is stored at the beginning of the free area in the start winning received command buffer 135SG194A or active display buffer 135SG194B shown in Figure 10-11 (step 135SGS233), and processing returns to step 135SGS221.

[0330] Specifically, in step 135SGS233, if there is no pending memory and the variable display is not in progress, the received command is stored in the active display buffer 135SG194B, and if there is pending memory or the variable display is in progress, the received command is stored at the beginning of the free area in the start winning received command buffer 135SG194A.

[0331] Furthermore, when a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command) is received together with a variable display start command (first variable display start command or second variable display start command), the reserved memory number notification command may not be stored in the start winning time reception command buffer 135SG194A. In other words, it is sufficient if the performance control commands received in response to the occurrence of a start winning can be stored sequentially from the beginning of the free space in the start winning time reception command buffer 135SG194A.

[0332] If the received command is not the second pending memory number notification command in step 135SGS230 (step 135SGS230; N), settings are made according to other received commands (step 135SGS234), and the process returns to step 135SGS221.

[0333] In addition, in the command analysis process of this characteristic unit 135SG, if the received command is any of a start port winning designation command, a pattern designation command, a variable category command, and a pending memory number notification command, the received command is stored sequentially from the beginning of the free space in the start port winning reception command buffer 135SG...

Claims

[Claim 1] A gaming machine capable of executing variable display and controlling the display to an advantageous state that is advantageous to a player, A light emitting means capable of emitting light; a display means capable of displaying a specific display corresponding to a variable display and capable of moving and displaying a pseudo movable body display from a first display position to a second display position different from the first display position; a performance execution means capable of executing a specific display performance for displaying the specific display and a specific light emission performance for causing the light emission means to emit light based on the establishment of a start condition; The performance execution means includes: executing the specific light-emitting performance so that the light emission of the light-emitting means is recognizable by a player before the display of the specific display is completed in the specific display performance; A special effect can be executed to notify the player that the game is controlled to the advantageous state. A specific effect can be executed before the special effect is executed, The display means is The pseudo movable body display can be moved in the specific performance, In the case of moving the pseudo-movable object display in the specific performance, the pseudo-movable object display can be moved from the first display position to the second display position, and then hidden without being moved from the second display position; In the special performance, a predetermined pseudo-movable body display different from the pseudo-movable body display can be moved and displayed, The rate at which the specific light-emitting performance is controlled to an advantageous state is higher when the specific light-emitting performance is executed than when the specific light-emitting performance is not executed, The specific light-emitting performance is a performance in which, during a first period from when the specific light-emitting performance is started to a predetermined timing, the light-emitting means emits light in a predetermined manner that is a manner corresponding to the specific light-emitting performance, and during a second period from the predetermined timing to a specific timing of a variable display that is a target of the specific light-emitting performance, the light-emitting means emits light in a specific manner that is less emphasized than the predetermined manner, The specific timing is a timing prior to a timing at which a variable display result in a variable display that is the subject of the specific light-emitting performance is derived.

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