Pachinko machine
The pachinko gaming machine addresses the need for innovative gameplay by integrating a starting hole, big prize opening, and performance display controls, creating dynamic and engaging gameplay states.
Patent Information
- Application Number
- JP2022190622
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-29
- Publication Date
- 2025-05-01
- Estimated Expiration
- 2042-11-29
AI Technical Summary
Existing pachinko gaming machines lack innovative gameplay features that enhance player engagement and interest.
The pachinko gaming machine incorporates a starting hole, a big prize opening with variable states, an identification information display unit, a performance display unit, and an operating member, along with control mechanisms for special games and performance displays, including random number acquisition, identification information control, and special game execution to create dynamic gameplay states.
This configuration enhances gameplay innovation, providing players with more engaging and interactive experiences through variable displays, special games, and performance elements.
Smart Images

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Abstract
Description
[Technical field]
[0001] Regarding pachinko gaming machines. [Background technology]
[0002] In recent years, the mainstream of pachinko machines is a machine in which a jackpot lottery with a predetermined probability is held when a game ball enters the starting hole on the game board (game area), and if the jackpot lottery is won, the machine transitions to a jackpot (special game) state, and a large prize hole on the game board opens, allowing the player to win a large number of prize balls. Among the pachinko machines configured in this way, there are machines that are equipped with a probability-changing game state that increases the probability of winning the jackpot lottery, and a time-saving game state that increases the efficiency of the pattern change for notifying the lottery result in the jackpot lottery, and these game states create a game progress state that is advantageous for the player, thereby increasing the interest of the game. There are also machines that increase the interest of the game by devising the configuration of the game board or the content of the presentation. One example of a configuration that devises the content of the presentation is a configuration that changes the presentation by executing a reserved change presentation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-112239 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, since many such gaming machines have existed in the past, there is a need for the development of machines that provide even more innovative gameplay. [Means for solving the problem]
[0005] The pachinko gaming machine according to this aspect is A starting hole through which the game ball can enter; a big prize opening that can be in a closed state or an open state; an identification information display unit capable of displaying identification information; A main gaming section that controls the progress of a game; A performance display unit capable of displaying a performance; An operating member that is an operable member; A sub-game unit that controls the performance display on the performance display unit; Equipped with The main gaming department is A random number acquisition means for acquiring a random number based on a ball entering a starting hole; an identification information display control means for controlling the identification information display unit to variably display the identification information and then to statically display the identification information based on the random number acquired by the random number acquisition means; a special game control means for executing a special game in which a unit game in which the big prize opening is opened is repeated a plurality of times after the identification information is stopped and displayed in a predetermined manner; Equipped with The sub-game section is A performance display content control means for controlling the performance display content displayed on the performance display unit Equipped with A post-operation performance can be executed by operating the operation member during execution of a promotion performance that encourages the operation of the operation member, A predetermined suppression notification can be executed to notify a player that a suppression state in which a game is not being played is being established in response to a first condition regarding a game state being satisfied, In response to the satisfaction of a second condition related to a game state, a predetermined prior suppression notification can be executed to notify that the possibility of satisfying the first condition has increased; The operation member is provided with a light emitting means capable of emitting light, a first condition is satisfied in a first situation in which a light emission mode of the light-emitting means immediately before the first condition is satisfied is a certain light emission mode, and the certain light emission mode is terminated when the first condition is satisfied; When the second condition is satisfied in a second situation in which the light emission mode of the light-emitting means immediately before the second condition is satisfied is a certain light emission mode, the certain light emission mode can be maintained without being terminated, During the execution of the special game, when the cumulative value of the number of game points given to the player by the game ball entering the big prize opening reaches a specific value, The prize is awarded to the player when the game ball enters the big prize slot. Indicates that the cumulative value of the game value has reached the specified value. Specific value support A display is available, When the specific value corresponding display is displayed during the execution of the special game, the specific value corresponding display is configured to be displayed while being accompanied by a predetermined operation; The specific value corresponding display includes a specific display showing a number related to the number of game values to be given to the player, and is configured such that, even if a game ball enters a big prize opening while the specific value corresponding display is being displayed during the execution of a special game, the number shown in the specific display in the specific value corresponding display does not change; The first condition is that information on the difference between the number of game values to be awarded and the number of game values to be used reaches a first specified value; the second condition is that the information about the difference number reaches a second specified value that is a numerical value smaller than the first specified value; During the special game, one ball enters the big prize hole. The information regarding the difference number is The second Reached the threshold The predetermined pre-inhibition notification is being executed, and the cumulative value of the number of game values to be awarded to the player by one more game ball entering the big prize opening is The above If a power outage occurs when a specific value is reached, and the power is then turned on without clearing the RAM, the power will be restored, even if one ball enters the big prize slot. Specific value support The display is not displayed, and the predetermined prior suppression notification is not executed, Specific value support The display and the predetermined prior suppression notification are both configured to be displayed on a performance display unit, Specific value support When the display and the predetermined prior suppression notification are displayed simultaneously, Specific value support The display is configured not to be displayed in front of the predetermined pre-suppression notification. This is a pachinko gaming machine characterized by the above. <Additional Notes> Although other embodiments different from this embodiment are listed below, they can be implemented without being limited thereto. The pachinko gaming machine according to this embodiment is A starting hole through which the game ball can enter; A variable winning port that can be in a closed state or an open state; an identification information display unit capable of displaying identification information; A main gaming section that controls the progress of a game; A performance display unit capable of displaying a performance; A sub-game unit that controls the performance display on the performance display unit; Equipped with The main gaming department is A random number acquisition means for acquiring a random number based on a ball entering a starting hole; a random number temporary storage means for temporarily storing the acquired random number as a reserved number until a condition for starting the variable display of the identification information is satisfied when the random number is acquired by the random number acquisition means; an identification information display control means for controlling the identification information display unit to variably display the identification information and then to statically display the identification information based on the random number acquired by the random number acquisition means; a special game control means for executing a special game advantageous to a player after the identification information is stopped and displayed in a predetermined manner; a game information transmitting means for transmitting game information required for effect display executed on the sub-game unit side to the sub-game unit side; Equipped with The sub-game section is A game information receiving means for receiving game information transmitted from the main game section; a display content control means for controlling the display content to be displayed on the display unit based on the game information received by the game information receiving means; A first performance pattern display control means for controlling the display of the first performance pattern to be displayed in a final display mode on the performance display unit after the first performance pattern is variably displayed on the performance display unit; A second performance symbol display control means for controlling the display of the final display mode of the second performance symbol on the performance display unit after the second performance symbol is variably displayed on the performance display unit; Equipped with The first and second performance symbols are configured to be variable-displayable during a period from the start of the variable display of the identification information to the stop of the display, When the identification information is displayed in a certain stop display mode, a final display mode of a first performance pattern corresponding to the certain stop display mode and a final display mode of a second performance pattern corresponding to the certain stop display mode are displayed. The period from when the display of the identification information starts to change until when it stops is considered to be one performance period. After the first performance pattern starts to be displayed variably within a certain performance period, a specific display mode that is not displayed as the final display mode of the first performance pattern within the certain performance period may be displayed; The second performance pattern that is variably displayed during a certain performance period is configured so that the specific display mode is not displayed during the certain performance period, In a predetermined situation, a prize ball number display showing the total number of prize balls awarded to a player is configured to be displayed on the performance display unit, When a game ball enters a variable winning port at a predetermined timing when the prize ball number display is being displayed, a prize ball increase display is configured to be executed by the display unit, in which the number of prize balls displayed on the prize ball number display is increased to a number obtained by adding the number of prize balls corresponding to the ball entering the variable winning port to the number of prize balls displayed on the prize ball number display before the ball enters the variable winning port, In a situation where the prize ball number display is displayed, when a game ball enters the variable winning opening and the number of prize balls displayed on the prize ball number display reaches a predetermined number, a prize ball reaching effect is executed in which at least a predetermined number display showing the predetermined number is displayed on the effect display unit, In a specific situation different from the predetermined situation, a result notification effect is executed in which at least a prize ball number display showing the total number of prize balls to be awarded to the player is displayed on the effect display unit, When the prize ball increase effect is being executed, the first effect pattern is not displayed on the effect display unit. When the winning ball arrival effect is being executed, the first effect pattern is not displayed on the effect display unit. When the result notification effect is being executed, the first effect pattern is not displayed on the effect display unit. This is a pachinko gaming machine characterized by the above. Effect of the Invention
[0006] According to the gaming machine of this embodiment, it is possible to realize even more innovative gameplay in a gaming machine that adopts the concept of creating a game progress state that is advantageous to the player. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine according to this embodiment. [Diagram 2] FIG. 2 is a rear view of the pachinko gaming machine according to this embodiment. [Diagram 3] FIG. 3 is a diagram showing the overall electrical configuration of the pachinko gaming machine according to this embodiment. [Figure 4] FIG. 4 is a functional block diagram of the pachinko gaming machine according to this embodiment. [Diagram 5] FIG. 5 is a main flow chart on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 6] FIG. 6 is a flowchart of the auxiliary game content determination random number acquisition process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 7] FIG. 7 is a flowchart of the electric role drive determination process on the main control board side in the pachinko game machine according to this embodiment. [Figure 8] FIG. 8 is a flowchart of the main game content determination random number acquisition process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 9] FIG. 9 is a flowchart of the main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 10] FIG. 10 is a flowchart of the first (second) main game symbol display process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 11] FIG. 11 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to this embodiment. [Figure 12] FIG. 12 is a diagram showing a table configuration used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to this embodiment. [Figure 13]FIG. 13 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to this embodiment. [Figure 14] FIG. 14 is a flowchart of the specific game end determination process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 15] FIG. 15 is a flowchart of the special game operation condition determination process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 16] FIG. 16 is a flowchart of the special game control process on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 17] FIG. 17 is a flowchart of the game state determination process after the special game ends on the main control board side in the pachinko gaming machine according to this embodiment. [Figure 18] FIG. 18 is a main flow chart on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 19] FIG. 19 is a flowchart of pending information management processing on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 20] FIG. 20 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 21] FIG. 21 is an example of a decorative symbol presentation table on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 22] FIG. 22 is an example of a decorative symbol presentation table on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 23] FIG. 23 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 24] FIG. 24 is a flowchart of the second decorative symbol display control process on the sub-main control unit side in the pachinko game machine according to this embodiment. [Diagram 25]FIG. 25 is a flowchart of the special game related display control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 26] FIG. 26 is a flowchart of the background effect control process on the sub-main control unit side in the pachinko gaming machine according to this embodiment. [Figure 27] FIG. 27 is an example of a decorative symbol presentation table on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the present embodiment. [Figure 28] FIG. 28 is an example of a decorative symbol presentation table on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the present embodiment. [Figure 29] FIG. 29 is an example of a decorative symbol presentation table on the sub-main control unit side in a pachinko gaming machine according to Modification 2 of the present embodiment. [Diagram 30] FIG. 30 is an example of a decorative symbol presentation table on the sub-main control unit side in a pachinko gaming machine according to Modification 2 of the present embodiment. [Diagram 31] FIG. 31 is a flowchart of a decorative symbol display content determination process on the sub-main control unit side in a pachinko game machine according to Modification 3 of the present embodiment. [Diagram 32] FIG. 32 is a flowchart showing the process of determining a stop symbol on the sub-main control unit side in a pachinko game machine according to the third modified example of the present embodiment. [Diagram 33] FIG. 33 is an image diagram of a display mode of decorative symbols on the sub-main control unit side in a pachinko game machine according to a third modified example of the present embodiment. [Diagram 34] FIG. 34 is an example of a decorative symbol presentation table on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the present embodiment. [Diagram 35] FIG. 35 is an example of a decorative symbol presentation table on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the present embodiment. [Diagram 36]FIG. 36 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in a pachinko game machine according to Modification Example 3 of the present embodiment. [Figure 37] FIG. 37 is a flowchart of a special game related display control process on the sub-main control unit side in a pachinko gaming machine according to Modification Example 3 of this embodiment. [Figure 38] FIG. 38 is a diagram showing the configuration of the performance display device in a pachinko gaming machine according to a third modified example of the present embodiment. [Figure 39] FIG. 39 is an image diagram of a transparent effect execution in a pachinko gaming machine according to a third modified example of the present embodiment. [Diagram 40] FIG. 40 is a flowchart of the main game content determination random number acquisition process on the main control board side in the pachinko gaming machine according to the second embodiment. [Diagram 41] FIG. 41 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the second embodiment. [Diagram 42] FIG. 42 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the second embodiment. [Diagram 43] FIG. 43 is a main flow chart on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Diagram 44] FIG. 44 is a flowchart of pending information management processing on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Diagram 45] FIG. 45 is a flowchart of a pre-reading determination process at the time of winning the first main game on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 46] FIG. 46 is a flowchart of a pre-reading determination process at the time of winning the second main game on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 47]FIG. 47 is a flowchart of the pre-read reserved content determination process on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 48] FIG. 48 is a flowchart of a decorative symbol reservation content determination process on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 49] FIG. 49 is a flowchart of the advance notice performance / decision process for the stop symbols on the sub-main control unit side in the pachinko game machine according to the second embodiment. [Figure 50] FIG. 50 is a flowchart of the background effect control process on the sub-main control unit side in the pachinko gaming machine according to the second embodiment. [Figure 51] FIG. 51 is a flowchart of a decorative symbol display content determination process on the sub-main control unit side in a pachinko game machine according to Modification 1 from the second embodiment. [Figure 52] FIG. 52 is a flowchart of a decorative symbol display content determination process on the sub-main control unit side in a pachinko game machine according to Modification 2 from the second embodiment. [Diagram 53] FIG. 53 is a flowchart of a first main game notice performance / decision process for a stop symbol of a decoration diagram on the sub-main control unit side in a pachinko game machine according to a second modified example from the second embodiment. [Figure 54] FIG. 54 is a flowchart of the second main game notice performance / decision process for determining a design to be displayed on the sub-main control unit side in the pachinko game machine according to the second modified example from the second embodiment. [Figure 55] FIG. 55 is a main flow chart on the sub-main control unit side in a pachinko gaming machine according to Modification 3 of the second embodiment. [Figure 56] FIG. 56 is a flowchart of pending information management processing on the sub-main control unit side in a pachinko gaming machine according to Modification Example 3 from the second embodiment. [Figure 57] FIG. 57 is a flowchart of a pre-reading determination process at the sub-main control unit side when the first main game is won in a pachinko game machine according to the third modified example from the second embodiment. [Figure 58] FIG. 58 is a flowchart of a decorative symbol display content determination process on the sub-main control unit side in a pachinko game machine according to Modification 3 from the second embodiment. [Figure 59] FIG. 59 is a flowchart of the pending display mode change control process on the sub-main control unit side in a pachinko gaming machine according to modified example 3 from the second embodiment. [Figure 60] FIG. 60 is an image diagram of a reserve change during a specific advance notice performance on the sub-main control unit side in a pachinko gaming machine according to modified example 3 from the second embodiment. [Figure 61] FIG. 61 is a flowchart of the reserved consumption transmission image display process on the sub-main control unit side in a pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 62] FIG. 62 is an image diagram of a pending consumption transmission image change on the sub-main control unit side in a pachinko gaming machine according to modified example 3 from the second embodiment. [Figure 63] FIG. 63 is a flowchart of background effect control processing on the sub-main control unit side in a pachinko gaming machine according to Modification 3 from the second embodiment. [Figure 64] FIG. 64 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the third embodiment. [Figure 65] FIG. 65 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the third embodiment. [Figure 66] FIG. 66 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the third embodiment. [Figure 67] FIG. 67 is a flowchart of the specific game end determination process on the main control board side in the pachinko game machine according to the third embodiment. [Figure 68] FIG. 68 is a flowchart of the special game control process on the main control board side in the pachinko game machine according to the third embodiment. [Figure 69] FIG. 69 is a flowchart of the allocation game execution process on the main control board side in the pachinko game machine according to the third embodiment. [Figure 70] FIG. 70 is a flowchart of the game state determination process after the special game ends on the main control board side in the pachinko game machine according to the third embodiment. [Figure 71] FIG. 71 is a main flow chart on the sub-main control unit side in the pachinko gaming machine according to the third embodiment. [Figure 72] FIG. 72 is a flowchart of a decorative symbol display content determination process on the sub-main control unit side in the pachinko game machine according to the third embodiment. [Figure 73] FIG. 73 is a flowchart of a first decoration chart content determination process during time reduction on the sub-main control unit side in the pachinko game machine according to the third embodiment. [Figure 74] FIG. 74 is a flowchart of a decorative symbol display control process during time reduction on the sub-main control unit side in the pachinko game machine according to the third embodiment. [Figure 75] FIG. 75 is a main flow chart on the sub-main control unit side in the pachinko gaming machine according to the fourth embodiment. [Figure 76] FIG. 76 is a flowchart of the right-hit instruction display control process on the sub-main control unit side in the pachinko gaming machine according to the fourth embodiment. [Figure 77] FIG. 77 is an image diagram showing the display mode and display position of the decorative symbols in the pachinko gaming machine according to the fourth embodiment. [Figure 78] FIG. 78 is an image diagram of a display area of a decorative pattern in a pachinko gaming machine according to the fourth embodiment. [Figure 79] FIG. 79 is an image diagram relating to the variable display period of the decorative symbols in the pachinko gaming machine according to the fourth embodiment. [Figure 80] FIG. 80 is an image diagram of the decorative symbols used in the pachinko gaming machine according to the fourth embodiment. [Figure 81]FIG. 81 is an image diagram showing a stopped display mode of the decorative symbols in the pachinko game machine according to the fourth embodiment. [Figure 82] FIG. 82 is an example of a display priority in the pachinko gaming machine according to the fourth embodiment. [Figure 83] FIG. 83 is an image diagram relating to priority in the pachinko gaming machine according to the fourth embodiment. [Figure 84] FIG. 84 is a main flow chart on the sub-main control unit side in a pachinko gaming machine according to Modification 1 of the fourth embodiment. [Figure 85] FIG. 85 is a flowchart of pending information management processing on the sub-main control unit side in a pachinko gaming machine according to modified example 1 from the fourth embodiment. [Figure 86] FIG. 86 is a flowchart of a decorative symbol display control process on the sub-main control unit side in a pachinko game machine according to Modification 1 from the fourth embodiment. [Figure 87] FIG. 87 is an image diagram showing the change in the pending display in a pachinko gaming machine according to a first modified example from the fourth embodiment. [Figure 88] FIG. 88 is an image diagram of the hold display for each game state in a pachinko gaming machine according to a first modified example from the fourth embodiment. [Figure 89] FIG. 89 is an image diagram showing the erasure of the reserved display in a pachinko gaming machine according to a first modified example from the fourth embodiment. [Figure 90] FIG. 90 is a front view of the pachinko game machine according to the fifth embodiment. [Figure 91] FIG. 91 is an operational diagram of the distribution member unit of the pachinko game machine according to the fifth embodiment. [Figure 92] FIG. 92 is a flowchart of the main game symbol display process on the main control board in the pachinko game machine according to the fifth embodiment. [Figure 93] FIG. 93 is a flowchart of the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the fifth embodiment. [Figure 94] FIG. 94 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the fifth embodiment. [Figure 95] FIG. 95 is a table configuration diagram used in the first (second) main game symbol display process on the main control board side in the pachinko game machine according to the fifth embodiment. [Figure 96] FIG. 96 is a main flow chart on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 97] FIG. 97 is a flowchart of the symbol standby display control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 98] FIG. 98 is an image diagram of a decorative pattern display mode in the pachinko gaming machine according to the fifth embodiment. [Figure 99] Figure 99 is a flowchart of pending information management processing on the sub-main control unit side in a pachinko gaming machine according to the fifth embodiment. [Figure 100] FIG. 100 is a flowchart of the pending change display control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 101] FIG. 101 is an image diagram of a pending occurrence display in the pachinko gaming machine according to the fifth embodiment. [Figure 102] FIG. 102 is an image diagram of the reserved ball consumption display in the pachinko gaming machine according to the fifth embodiment. [Figure 103] FIG. 103 is an image diagram of a reserved ball passing route in the pachinko gaming machine according to the fifth embodiment. [Figure 104] FIG. 104 is a flowchart of a pre-reading determination process at the sub-main control unit side when the first main game is won in the pachinko gaming machine according to the fifth embodiment. [Figure 105] FIG. 105 is a flowchart of the pre-reading determination process at the sub-main control unit side when the second main game is won in the pachinko gaming machine according to the fifth embodiment. [Fig. 106]FIG. 106 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko game machine according to the fifth embodiment. [Figure 107] FIG. 107 is a flowchart of the presentation content determination process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 108] FIG. 108 is a first decorative symbol effect content determination table on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Fig. 109] FIG. 109 is a second decorative symbol effect content determination table on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 110] FIG. 110 is a flowchart of the main area interrupt process A on the sub-main control unit side in the pachinko game machine according to the fifth embodiment. [Figure 111] FIG. 111 is a flowchart of the display control process during pre-reading on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 112] FIG. 112 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in the pachinko game machine according to the fifth embodiment. [Figure 113] FIG. 113 is a flowchart of the second decorative symbol display control process on the sub-main control unit side in the pachinko game machine according to the fifth embodiment. [Fig. 114] FIG. 114 is an image diagram of the stop pattern display when a jackpot occurs in the pachinko game machine according to the fifth embodiment. [Figure 115] FIG. 115 is a flowchart of the main area interrupt process B on the sub-main control unit side in the pachinko game machine according to the fifth embodiment. [Fig. 116] FIG. 116 is an image diagram showing an interrupt effect execution in the pachinko gaming machine according to the fifth embodiment. [Fig. 117] FIG. 117 is a flowchart of the main area interrupt processing C on the sub-main control unit side in the pachinko game machine according to the fifth embodiment. [Fig. 118] FIG. 118 is a flowchart of the background effect control process on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 119] FIG. 119 is a flowchart of the role drive control processing on the sub-main control unit side in the pachinko gaming machine according to the fifth embodiment. [Figure 120] FIG. 120 is a flowchart of a decorative symbol content determination process on the sub-main control unit side in a pachinko game machine according to Modification 1 from the fifth embodiment. [Figure 121] FIG. 121 is a first decorative symbol effect content determination table on the sub-main control unit side in a pachinko game machine according to Modification 1 from the fifth embodiment. [Figure 122] FIG. 122 is a flowchart of the main area interrupt process A on the sub-main control unit side in a pachinko game machine according to Modification 1 from the fifth embodiment. [Figure 123] FIG. 123 is a flowchart of the first decorative symbol display control process on the sub-main control unit side in a pachinko game machine according to Modification Example 1 from the fifth embodiment. [Figure 124] FIG. 124 is a flowchart of the main area interrupt process B on the sub-main control unit side in a pachinko game machine according to Modification Example 1 from the fifth embodiment. [Fig. 125] FIG. 125 is a flowchart of the main area interrupt processing C on the sub-main control unit side in a pachinko game machine according to Modification Example 1 from the fifth embodiment. [Fig. 126] FIG. 126 is a diagram showing a screen display during a fluctuation standby state in the pachinko gaming machine according to the sixth embodiment. [Figure 127] FIG. 127 is a diagram showing a screen display for adjusting the volume or the light intensity in the pachinko game machine according to the sixth embodiment. [Figure 128] FIG. 128 is a diagram showing a screen display during normal fluctuation in the pachinko gaming machine according to the sixth embodiment. [Figure 129]FIG. 129 is a diagram showing a screen display during SP reach in the pachinko gaming machine according to the sixth embodiment. [Fig. 130] FIG. 130 is a diagram showing the transition of update of the pending display in the pachinko gaming machine according to the sixth embodiment. [Fig. 131] FIG. 131 is a diagram showing the relationship between the look-ahead effect (reserved change effect) and the probability that the first decorative symbol will become a predetermined display mode in the pachinko game machine according to the sixth embodiment. [Fig. 132] FIG. 132 is a diagram showing the relationship between the number of reserved symbols and the probability that the first decorative pattern will appear in a predetermined display mode in the pachinko game machine according to the sixth embodiment. [Fig. 133] FIG. 133 is a diagram showing the relationship between the game state and the final display mode in the pachinko gaming machine according to the sixth embodiment. [Fig. 134] FIG. 134 is a diagram showing the relationship between the game state and the hitting warning display (left hitting warning display, right hitting warning display) in the pachinko gaming machine according to the sixth embodiment. [Fig. 135] FIG. 135 is a diagram showing the relationship between the pre-reading effect and the probability of pseudo consecutive symbols being displayed in the pachinko gaming machine according to the sixth embodiment. [Fig. 136] FIG. 136 is a diagram showing the relationship between the probability of pseudo consecutive symbols being displayed during a pre-reading performance display and the probability of pseudo consecutive symbols being displayed during a trigger fluctuation in a pachinko gaming machine according to the sixth embodiment. [Fig. 137] FIG. 137 is a diagram showing the relationship between a power cut (not RAM clearing) and the decorative symbols after power recovery in the pachinko game machine according to the sixth embodiment. [Figure 138] FIG. 138 is a diagram showing the relationship between power-off (RAM clear) and the decorative symbols after power recovery in the pachinko game machine according to the sixth embodiment. [Figure 139] FIG. 139 is a diagram showing the relationship between the reach voice and the probability of pseudo consecutive symbols being displayed in the pachinko gaming machine according to the sixth embodiment. [Fig. 140]FIG. 140 is a diagram showing a display mode of the decorative symbols in the full rotation performance in the pachinko game machine according to the sixth embodiment. [Fig. 141] FIG. 141 is a diagram showing how decorative symbols change for each stage in the pachinko game machine according to the sixth embodiment. [Fig. 142] FIG. 142 is a diagram showing the display contents of decorative patterns during fluctuation in the pachinko gaming machine according to the sixth embodiment. [Fig. 143] FIG. 143 is an image diagram showing the display mode of the first decorative pattern and the second decorative pattern when re-variation is executed in the pachinko game machine according to the sixth embodiment. [Fig. 144] FIG. 144 is an image diagram showing the display transition when a specific pattern is displayed and a super reach performance is produced in the pachinko gaming machine according to the sixth embodiment. [Fig. 145] FIG. 145 is an image diagram showing the display transition when a development pattern is displayed corresponding to the preview type in the pachinko gaming machine according to the sixth embodiment, resulting in a super reach performance. [Fig. 146] FIG. 146 is an image diagram showing the display transition when a super reach presentation is produced when different display modes of the same notice type are displayed in the pachinko gaming machine according to the sixth embodiment. [Fig. 147] FIG. 147 is an image diagram showing a display transition when a different pre-reading effect is performed and a super reach effect is produced in the pachinko gaming machine according to the sixth embodiment. [Fig. 148] FIG. 148 is an image diagram showing a display transition when a different display mode of the same pre-reading performance type is performed to result in a super reach performance in the pachinko gaming machine according to the sixth embodiment. [Figure 149] FIG. 149 is an image diagram showing the display transition when the display progresses to the same Super Reach presentation via different displays in the pachinko gaming machine according to the sixth embodiment. [Fig. 150] FIG. 150 is an image diagram showing a display transition when the button effect is passed through to the super reach effect in the pachinko game machine according to the sixth embodiment. [Fig. 151] FIG. 151 is an image diagram showing the display transition when a super reach effect occurs in a different effect stage in the pachinko gaming machine according to the sixth embodiment. [Fig. 152] FIG. 152 is an image diagram showing a display transition when re-variation is executed in a different presentation stage in the pachinko game machine according to the sixth embodiment. [Fig. 153] FIG. 153 is an image diagram showing the display transition when pseudo consecutive symbols and specific symbols are displayed and the super reach performance is executed in the pachinko gaming machine according to the sixth embodiment. [Fig. 154] FIG. 154 is an image diagram showing the display transition when pseudo consecutive symbols and specific symbols are displayed and a super reach performance is executed in the pachinko gaming machine according to the sixth embodiment. [Fig. 155] FIG. 155 is an image diagram showing a display transition when the first decorative patterns are displayed overlapping each other in the pachinko game machine according to the sixth embodiment. [Fig. 156] FIG. 156 is an image diagram showing the transition of the fluctuation speed of the first decorative pattern and the second decorative pattern in the pachinko game machine according to the sixth embodiment. [Fig. 157] FIG. 157 is an illustration of what happens when a power outage occurs during execution of a miss variation in the pachinko gaming machine according to the sixth embodiment. [Fig. 158] FIG. 158 is an illustration of what happens when a power outage occurs during a jackpot variation in the pachinko game machine according to the sixth embodiment. [Fig. 159] FIG. 159 is an image diagram of a case in which a power outage occurs when the pre-reading performance is not being executed in the pachinko gaming machine according to the sixth embodiment. [Fig. 160] FIG. 160 is an image diagram of a case where a power outage occurs during execution of a look-ahead performance in the pachinko gaming machine according to the sixth embodiment. [Fig. 161] FIG. 161 is an image diagram showing the performance of a special feature in the pachinko game machine according to the sixth embodiment. [Fig. 162] FIG. 162 is an image diagram showing the effect of the non-time-reduced gaming state in the pachinko gaming machine according to the sixth embodiment. [Fig. 163] FIG. 163 is an image diagram showing the final fluctuation in the time-shortened game state in the pachinko gaming machine according to the sixth embodiment. [Fig. 164] FIG. 164 is an image diagram showing the display priority when an error occurs in the pachinko gaming machine according to the sixth embodiment. [Fig. 165] FIG. 165 is an image diagram regarding the display priority when a button effect is executed in the pachinko gaming machine according to the sixth embodiment. [Fig. 166] FIG. 166 is an image diagram relating to the first decorative pattern and the game state in the pachinko gaming machine according to the sixth embodiment. [Fig. 167] FIG. 167 is an image diagram showing the characteristics of the first decorative pattern depending on the game state in the pachinko gaming machine according to the sixth embodiment. [Fig. 168] FIG. 168 is a diagram showing the execution timing of each action, etc., during a specific pattern change on the first main game side in a non-time-shortened game state in a pachinko gaming machine according to the sixth embodiment. [Fig. 169] Figure 169 is a diagram showing the execution timing of each action, etc. in the variable standby state in the pachinko gaming machine of the sixth embodiment. [Fig. 170] Figure 170 is a diagram showing the execution timing and execution time of each action of the first decorative patterns in the left, right, and middle rows during a specific pattern change on the first main player side in a non-time-shortened game state in a pachinko game machine of the sixth embodiment. [Fig. 171] Figure 171 is a diagram showing the execution timing and execution time of each action of the first decorative patterns in the left, right, and middle rows during a specific pattern change on the first main player side in a non-time-shortened game state in a pachinko game machine of the sixth embodiment. [Fig. 172]Figure 172 is a diagram showing the execution timing and execution time of each action of the first decorative pattern in the left, right, and middle rows during a specific pattern change on the first main player side in a non-time-shortened game state in a pachinko game machine of the sixth embodiment. [Fig. 173] FIG. 173 is an image diagram showing the process from the fixed stopping of the losing symbol to the first re-fluctuation of the pseudo consecutive symbols in the pachinko game machine according to the sixth embodiment. [Fig. 174] FIG. 174 is an image diagram of the pachinko game machine according to the sixth embodiment, from the action 2 at the start of fluctuation to the fixed position action 2 of the pseudo consecutive patterns. [Fig. 175] FIG. 175 is an image diagram showing the fixed position action 2 to the swinging action 2 of the first decorative symbol in the middle row in the pachinko game machine according to the sixth embodiment. [Fig. 176] FIG. 176 is an image diagram showing the fixed position action 3 of the first decorative symbol in the middle row to the fixed stop in the pachinko game machine according to the sixth embodiment. [Fig. 177] Figure 177 is an image diagram of the display from the state in which the first decorative pattern that has changed in response to the pattern change of the first main game pattern has stopped at a confirmed losing pattern until the second shaking action, and from the display from the end of the jackpot demo until the second shaking action, in a non-time-shortened game state in a pachinko game machine of the sixth embodiment when there are no reserved symbols on the first main game side or the second main game side. [Fig. 178] Figure 178 is an image diagram showing the overlapping relationship between the normal pattern fluctuations on the first main game side in a non-time-shortened game state and the first decorative patterns in the left and right columns and the first decorative pattern in the middle column in a reach fluctuation in a pachinko game machine according to the sixth embodiment. [Fig. 179] Figure 179 is an image diagram showing a fixed-position action when a chance eye reading performance is executed with a first decorative pattern corresponding to the pattern change of a first main game pattern in a non-time-shortened game state in a pachinko game machine according to the sixth embodiment. [Fig. 180]Figure 180 is an image diagram showing a fixed position action in response to a pending trigger when a chance eye pre-reading performance is executed with a first decorative pattern corresponding to the pattern change of a first main game pattern in a pachinko game machine according to the sixth embodiment. [Fig. 181] Figure 181 is an image diagram showing a fixed-position action when a chance eye reading performance is executed with a first decorative pattern corresponding to the pattern change of a second main game pattern in a time-shortened game state in a pachinko game machine according to the sixth embodiment. [Fig. 182] Figure 182 is a front view of a pachinko machine. [Fig. 183] FIG. 183 shows a detailed configuration of the display device. [Fig. 184] FIG. 184 is an example of a lighting pattern of the first main game symbol reservation display section. [Fig. 185] FIG. 185 is an example of a lighting pattern of the first main game symbol display section. [Fig. 186] FIG. 186 is a diagram comparing the size of the display device and the game ball. [Fig. 187] FIG. 187 is a diagram relating to the lighting pattern of the first main game symbol display section and the display mode of the second decorative symbol. [Fig. 188] FIG. 188 is a diagram showing the positions of the round indicator light and the round indicator portion. [Fig. 189] Figure 189 is a diagram showing a check on the operation of movable parts after a power outage. [Fig. 190] FIG. 190 is a timing chart regarding when a power outage occurs. [Fig. 191] FIG. 191 is a main flow chart on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Fig. 192] Figure 192 is a flowchart of pending information management processing on the sub-main control unit side in the pachinko game machine according to the seventh embodiment. [Fig. 193] FIG. 193 is a flowchart of the pre-reading determination process at the time of the first main game winning on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Fig. 194] FIG. 194 is a flowchart of the pre-reading determination process at the time of winning the second main game on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Fig. 195] FIG. 195 is a flowchart of the decorative symbol display content determination process on the sub-main control unit side in the pachinko game machine according to the seventh embodiment. [Fig. 196] FIG. 196 is a flowchart of the decorative symbol display control process on the sub-main control unit side in the pachinko game machine according to the seventh embodiment. [Figure 197] FIG. 197 is a flowchart of the button rapid-fire effect execution process on the sub-main control unit side in the pachinko game machine according to the seventh embodiment. [Figure 198] FIG. 198 is a flowchart of the button single shot effect execution process on the sub-main control unit side in the pachinko game machine according to the seventh embodiment. [Figure 199] FIG. 199 is a flowchart of the special game related display control process on the sub-main control unit side in the pachinko gaming machine according to the seventh embodiment. [Figure 200] FIG. 200 is an image diagram showing the execution of the rapid-fire effect in the pachinko gaming machine according to the seventh embodiment. [Figure 201] FIG. 201 is a flowchart of the button rapid-fire effect execution process on the sub-main control unit side in a pachinko game machine according to Modification Example 1 from the seventh embodiment. [Fig. 202] FIG. 202 is a first modification of the seventh embodiment, showing an image diagram of a continuous-hitting performance execution in a pachinko gaming machine according to the first modification of the seventh embodiment. [Fig. 203] FIG. 203 is an example of a win / loss lottery table for the first main game (a win / loss lottery table for the second main game) in the pachinko gaming machine according to the eighth embodiment. [Fig. 204] FIG. 204 is a transition diagram relating to the setting change method in the pachinko gaming machine according to the eighth embodiment. [Fig. 205] FIG. 205 is a transition diagram relating to the setting change method in the pachinko gaming machine according to the eighth embodiment. [Fig. 206] Figure 206 is a transition diagram relating to the setting confirmation method in the pachinko gaming machine according to the eighth embodiment. [Fig. 207] Figure 207 is an image diagram of the button vibration in a pachinko game machine. [Fig. 208] Figure 208 is a diagram showing the operation of a pachinko machine when the power is cut off. [Fig. 209] Figure 209 is an image diagram of the button effects in a pachinko game machine. [Fig. 210] Figure 210 is a list of the lighting patterns of button lamps in a pachinko gaming machine. [Fig. 211] Figure 211 is an image diagram of button effects in a pachinko machine. [Fig. 212] FIG. 212 is an operational diagram of a pachinko machine when a special game is being executed. [Fig. 213] Figure 213 is a list of instruction displays on a pachinko gaming machine. [Fig. 214] Figure 214 is an image diagram of the presentation that occurs during a jackpot in a pachinko game machine. [Fig. 215] Figure 215 is an image diagram of button effects in a pachinko game machine. [Fig. 216] Figure 216 is an image diagram of the reserve change effect that can be executed in stage A of a pachinko game machine. [Fig. 217] Figure 217 is an image diagram of a reserve change effect that can be executed on stage B in a pachinko game machine. [Fig. 218] Figure 218 is an image diagram of specific effects and gaming machine settings that can be executed in a pachinko gaming machine in a non-time-reduced gaming state. [Fig. 219] FIG. 219 is an image diagram of a specific presentation during execution of the first and second predetermined presentations in a pachinko gaming machine. [Fig. 220]Figure 220 is an image diagram of the reserve change presentation that can be executed in the non-time-reduced play state and the time-reduced play state in a pachinko gaming machine. [Fig. 221] Figure 221 is a timing chart showing the output timing of the hold sound and the lighting timing of the panel lamp in a pachinko gaming machine in a non-time-reduced play state. [Fig. 222] Figure 222 is an image diagram of a reserve change effect that can be executed during a special effect, a special feature effect, or a super reach effect in a non-time-reduced play state in a pachinko gaming machine. [Fig. 223] Figure 223 is an illustration of a hold change presentation that can be executed during the initialization operation upon power-on in a pachinko game machine. [Fig. 224] Figure 224 is an image diagram showing the initialization operation during pattern change and the hold change presentation after the initialization operation in a pachinko gaming machine. [Fig. 225] Figure 225 is an image diagram of a hold change effect in a pachinko game machine, which is accompanied by a specific advance notice effect that suggests an icon change. [Fig. 226] Figure 226 is an image diagram of a hold change effect accompanied by a specific advance notice effect in the pattern change following a certain pattern change in a pachinko gaming machine. [Fig. 227] Figure 227 is an image diagram showing the pending change presentation when an alternative display is executed in a pachinko gaming machine. [Fig. 228] FIG. 228 is an image diagram showing button effects that can be executed in stage A in the pachinko gaming machine according to the ninth embodiment. [Fig. 229] FIG. 229 is an image diagram showing button effects during the initialization operation in the pachinko gaming machine according to the ninth embodiment. [Fig. 230] FIG. 230 is an image diagram of the button presentation when the detection sensor fails in the pachinko gaming machine according to the ninth embodiment. [Fig. 231]FIG. 231 is an image diagram showing button effects during the initialization operation in the pachinko gaming machine according to the ninth embodiment. [Fig. 232] FIG. 232 is an image diagram showing the illumination state of the lamp of the sub-input button SB during an error notification in the pachinko game machine according to the ninth embodiment. [Fig. 233] Figure 233 is a diagram showing the number of elements that emit light during the initialization operation in the pachinko game machine according to the ninth embodiment. [Fig. 234] Figure 234 is an image diagram regarding pre-inhibition notification and inhibition notification in the pachinko gaming machine according to the ninth embodiment. [Fig. 235] FIG. 235 is an image diagram of an operation prompting image and an operation prompting sound in the pachinko gaming machine according to the ninth embodiment. [Fig. 236] FIG. 236 is an image diagram showing the illumination state of the lamp of the sub-input button SB during an error notification in the pachinko game machine according to the ninth embodiment. [Fig. 237] FIG. 237 is an image diagram showing the illumination state of the lamp of the sub-input button SB during execution of a special effect and a winning confirmation effect in the pachinko game machine according to the ninth embodiment. [Fig. 238] Figure 238 is an image diagram regarding pre-suppression notification, warning notification, and suppression notification in the pachinko gaming machine according to the ninth embodiment. [Fig. 239] Figure 239 is an image diagram showing the volume settings of pre-suppression notification and suppression notification in the pachinko gaming machine according to the ninth embodiment. [Fig. 240] FIG. 240 is an image diagram relating to images of the sub-input button SB before and after the display of the standby demo screen in the pachinko gaming machine according to the ninth embodiment. [Fig. 241] FIG. 241 is an image diagram showing a notification to encourage operation of the launch handle during a jackpot in the pachinko game machine according to the ninth embodiment. [Fig. 242]FIG. 242 is a front view of a pachinko gaming machine according to the ninth embodiment, in which a virtual line is drawn on the vertical axis from the center of the effect button image on the effect display device SG. [Fig. 243] Figure 243 is a time chart of the suppression function pre-activation signal and the suppression function activation signal in the pachinko game machine according to the tenth embodiment. [Fig. 244] FIG. 244 is an image diagram showing an example of a presentation when the count value of the difference ball number counter reaches a predetermined number while a jackpot game is not being executed in the pachinko game machine according to the tenth embodiment. [Fig. 245] FIG. 245 is an image diagram showing an example of a presentation when the count value of the difference ball number counter reaches a predetermined number while a jackpot game is not being executed in the pachinko game machine according to the tenth embodiment. [Fig. 246] Figure 246 is an image diagram showing an example of a presentation in which a pre-inhibition notification is released after the count value of the difference ball number counter reaches a specific number in a pachinko gaming machine according to the tenth embodiment. [Fig. 247] FIG. 247 is an image diagram showing an example of a presentation when the count value of the difference ball number counter reaches a predetermined number during execution of a jackpot game in the pachinko game machine according to the tenth embodiment. [Fig. 248] Figure 248 is an image diagram of the prize ball count-up effect and emphasis effect in the pachinko gaming machine according to the tenth embodiment. [Fig. 249] Figure 249 is a time chart when the transition condition is satisfied during execution of the prize ball count-up presentation in the pachinko gaming machine according to the tenth embodiment. [Fig. 250] FIG. 250 is a time chart showing a case where the advance notification condition is satisfied during execution of the prize ball count-up effect in the pachinko gaming machine according to the tenth embodiment. [Fig. 251] FIG. 251 is a time chart in the pachinko gaming machine according to the tenth embodiment when the transition condition is satisfied during execution of the emphasis effect. [Fig. 252]FIG. 252 is a time chart in the pachinko gaming machine according to the tenth embodiment when the advance notification condition is satisfied during execution of the emphasis effect. [Fig. 253] Figure 253 is a time chart showing the relationship between the execution time of the prize ball count-up effect and the execution time of the emphasis effect in the pachinko gaming machine according to the tenth embodiment. [Fig. 254] FIG. 254 is a time chart in the pachinko game machine according to the tenth embodiment when multiple game balls enter the big prize opening in succession. [Figure 255] FIG. 255 is an image diagram showing an example of a presentation when a music selection presentation and an emphasis presentation are executed simultaneously in a pachinko game machine according to the tenth embodiment. [Fig. 256] FIG. 256 is a time chart when the music is changed in the music selection presentation in the pachinko gaming machine according to the tenth embodiment. [Fig. 257] FIG. 257 is a time chart when the music is changed in the music selection presentation in the pachinko gaming machine according to the tenth embodiment. [Fig. 258] Figure 258 is a time chart in the pachinko gaming machine of the tenth embodiment when a power outage occurs just before the transition condition is satisfied. [Fig. 259] Figure 259 is a time chart in the pachinko gaming machine of the tenth embodiment when a power outage occurs just before the advance notification condition is satisfied. [Fig. 260] Figure 260 is a time chart showing a case where a power outage occurs after the transition condition is satisfied in the pachinko gaming machine according to the tenth embodiment. [Fig. 261] Figure 261 is a time chart showing a case where a power outage occurs after the advance notification conditions are satisfied in the pachinko gaming machine according to the tenth embodiment. [Fig. 262] Figure 262 is an image diagram showing examples of the prize ball count-up effect, emphasis effect, and result display effect in the pachinko gaming machine according to the tenth embodiment. [Fig. 263]Figure 263 is an image diagram showing an example of the chronological order of the prize ball count-up effect, the emphasis effect, and the result display effect in the pachinko gaming machine according to the tenth embodiment. [Fig. 264] Figure 264 is an image diagram showing an example of the movement of the movable part YK when the result display performance is executed in the pachinko game machine according to the tenth embodiment. [Fig. 265] FIG. 265 is an image diagram showing an example of the display of a volume adjustment image when an emphasis effect is executed in the pachinko gaming machine according to the tenth embodiment. [Fig. 266] Figure 266 is a time chart showing a case where a power outage occurs before an emphasis effect is executed in a pachinko gaming machine according to the tenth embodiment. [Fig. 267] Figure 267 is a time chart showing what happens when a power outage occurs during the execution of the prize ball count-up performance in a pachinko game machine according to the tenth embodiment. [Fig. 268] Figure 268 is an image diagram of an example of the presentation when multiple game balls enter the big prize opening in succession in the pachinko game machine according to the tenth embodiment. [Fig. 269] Figure 269 is an image diagram of the presentation on the presentation display device when no ball enters the big prize opening during a big win game in the pachinko game machine according to the tenth embodiment. [Fig. 270] FIG. 270 is an image diagram showing the text display, effect settings, and volume settings for the over winning effect and the like in the pachinko gaming machine according to the tenth embodiment. [Fig. 271] Figure 271 is an image diagram of the lamp pattern of the result display effect in which the cumulative number of winning balls is displayed differently in the pachinko gaming machine according to the tenth embodiment. [Fig. 272] Figure 272 is a time chart when an error other than an error related to the payout of prize balls occurs during a jackpot game in the pachinko game machine of the tenth embodiment. [Fig. 273] Figure 273 is a time chart when an error occurs regarding the payout of prize balls during a jackpot game in the pachinko game machine of the tenth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] First, the meaning of each term in this specification will be explained. "Success" includes not only winning where prize balls are dispensed, but also passing through a gate where no prize balls are dispensed. "Open state" and "closed state" refer to, for example, in the configuration of a general large prize opening (so-called attacker), the open state is a state where it is easy to win, and the closed state is a state where it is not easy to win. Also, for example, in a configuration (so-called tongue-type attacker) that can take a state where it protrudes from the game board (player side) (hereinafter sometimes referred to as an advance state) and a state where it retracts into the game board (opposite the player side) (hereinafter sometimes referred to as a retreat state), the advance state is a state where it is easy to win, and the retreat state is a state where it is not easy to win. A "random number" is a random number used in a lottery (a lottery by a computer) to determine the content of a game in a pachinko game machine, and includes pseudo-random numbers in addition to random numbers in the narrow sense (for example, hard random numbers as random numbers and software random numbers as pseudo-random numbers). For example, there can be mentioned the so-called "basic random numbers" that affect the outcome of a game, specifically, the "winning random number (random number for winning or losing lottery)" related to the transition to a special game, the "variation mode determining random number" for determining the variation mode (or variation time) of the identification information, the "pattern determining random number" for determining the stopping pattern, and the "winning pattern determining random number" for determining whether or not to transition to a specific game (for example, a probability variable game) after a special game. It is not necessary to use all of these random numbers when determining the content of the variation mode or the content of the fixed identification information, and it is sufficient to use at least one random number that is the same as or different from each other. Also, in this specification, the number of random numbers may be expressed as the number of random numbers or multiple random numbers, but a random number obtained by a single ball entering an entry port (e.g., a starting port, gate, or general winning port) that triggers the acquisition of a random number is referred to as one random number (i.e., in the above example, a bundle of random numbers consisting of the winning random number + variation mode determining random number + pattern determining random number... is referred to as one random number). Also, for example, one type of random number (e.g., a winning random number) may also serve as another type of random number (e.g., a pattern determining random number).The "game state" refers to any one or more combinations of a special game state in which the large prize opening can be opened, a probability-varying game state (high probability state) in which the probability of drawing a lottery for a transition to the special game state is higher than a non-probability-varying game state (low probability state) in which the probability of drawing a lottery for a transition to the special game state is a predetermined value, an auxiliary game state in which there is assistance for winning a prize at the starting port that triggers the lottery for a transition to the special game (a so-called high base state, for example, in the case where a variable member is attached to the starting port, it is possible to lengthen the opening period of the variable member, increase the probability of winning the lottery for opening the variable member, and shorten the time for notifying the result of the lottery for opening the variable member, a state in which all of these are enabled or a state in which at least one of them is enabled), and a non-auxiliary game state (low base state) in which there is no assistance for winning a prize at the starting port that triggers the lottery for a transition to the special game. The "variable display stop time" is the time for which the identification information is held in a stopped state when the variable display of the identification information stops, and if there is any reserved information remaining after the variable display stops, the variation related to the remaining reserved information will start after this variable display stop time has elapsed (the variable start condition and the win / loss determination permission condition are satisfied). In addition, in this specification, the "identification information" may be referred to as the main game symbol (special symbol) or the decorative symbol (the performance symbol, the decoration symbol). The main game symbol (special symbol) is the identification information whose display is controlled by the main control board, and the decorative symbol (the performance symbol, the decoration symbol) is the identification information displayed as a performance by the sub-control board. "Capable of displaying the identification information" is not limited to the display method, and examples of the method include the emission of light (including not only the presence or absence of light emission but also different colors) by the light-emitting means (e.g., liquid crystal, LED, 7-segment display), and physical display (for example, the display of the symbol drawn on the reel band at a predetermined position). "Performance" refers to the display contents that enhance the interest of the game, such as the fluctuation / stop of identification information, notices, etc., as well as moving images such as animations and live action, still images such as pictures, photographs, and letters, or combinations of these. And "decorative patterns" can be in any form as long as the type of pattern can be identified through the five senses (sight, hearing, touch, etc.), but preferably, they are visual objects such as numbers (including Chinese numerals), alphabets, letters, symbols, pictures, and patterns that are printed on image objects such as card types or character types.The occurrence of a jackpot is notified by finally displaying the image objects on the pay line in a combination of the same numbers and symbols. The "first decorative pattern (pattern for first performance)" and the "second decorative pattern (pattern for second performance)" are both "decorative patterns (pattern for performance, decoration patterns)", and each corresponds to a pattern that is independently configured to notify the occurrence of a jackpot (for example, the "first decorative pattern (pattern for first performance)" can be "777" to notify the occurrence of a jackpot, and the "second decorative pattern (pattern for second performance)" can be "777" to notify the occurrence of a jackpot). The "variation mode" includes, for example, the variation time (including the variation time of the main game symbol (special symbol), the variation time of the decorative symbol (symbol for performance, decoration), and the variation time of the normal symbol), the scroll display of the decorative symbol (symbol for performance, decoration) from top to bottom (otherwise, scroll display from bottom to top, left to right, right to left, etc. are also possible), switching the type of the decorative symbol (symbol for performance, decoration) visible to the player, and the rotating display of the decorative symbol (symbol for performance, decoration) on the spot and switching the type of the decorative symbol (symbol for performance, decoration) visible to the player by rotating it half or one time (such scrolling display or rotating display is sometimes called a "switching display mode"). "Temporarily stopping (or provisionally stopping) the decorative symbol (symbol for performance, decoration)" is synonymous with performing or not performing one set of "temporarily stopping → re-changing". "Re-change" is a term that includes situations such as "temporarily stopping the decorative patterns (designs for performance, decoration) → changing again", "start of change → temporarily stopping the decorative patterns (designs for performance, decoration)", and "start of re-change → temporarily stopping the decorative patterns (designs for performance, decoration) (temporary stop after the second time)". It refers to pseudo-changes in pseudo-consecutive performances and revival changes in revival performances (for example, during a super reach performance, a combination of decorative patterns (designs for performance, decoration) that indicate a miss is temporarily stopped, and then re-changes in the performance stage to which the super reach performance is transitioned, after which the decorative patterns indicate a win, and then temporarily stop, and finally stop).It is also synonymous with excluding the final stop display timing that notifies the occurrence or nonoccurrence of a jackpot (typically, the timing is determined after the stop display of the so-called main game symbol). Also, the "decorative symbol (design for performance, decoration)" is based on the second element (e.g., numbers) and may be configured with the first element (presence / content of additional information such as characters or "SUPER") and the third element (e.g., color effect). Also, when the presentation mode is different, the "decorative symbol (design for performance, decoration)" may be configured so that the first element and / or the third element are different even if the second element is the same (same number, same alphabet, same letter, same symbol, etc.). Also, by making the first element and / or the third element different, the expectation of the reach fluctuation resulting in a jackpot, the expectation of the jackpot resulting from the pattern fluctuation related to the pre-reading performance when a specific pattern combination stops during the execution of the pre-reading performance, the number of rounds when a jackpot occurs, the game state after the jackpot, etc., may be configured to differ in profit rate for the player. Also, in such a configuration, the first element and / or the third element may be configured to be advantageous elements for the player in a high probability state and a high base state (high probability high base state), a low probability state and a high base state (low probability high base state), and a high probability state and a low base state (high probability low base state) compared to a low probability state and a low base state (low probability low base state), which is a normal game state. Also, the "information display unit" displays information including advance notice performance, etc., and is, for example, a performance display device, a 7-segment LED, an LED lamp, etc., and may indicate each of these individually, or may indicate a combination (whole unit) of multiple display media such as a performance display device + 7-segment LED + LED lamp. Also, the "performance display unit" refers to a device that displays performances including preview performances, and may be, for example, a performance display device, a 7-segment LED, an LED lamp, etc., and may refer to each of these individually, or may refer to a combination of multiple display media (whole unit) such as a performance display device + 7-segment LED + LED lamp. Also, the volume and light intensity adjustments are performed using the cross button SB-2, but a volume button dedicated to volume adjustment and a light intensity button dedicated to light intensity adjustment may also be provided for adjustment.
[0009] The following embodiment is a machine (first type first type composite machine) in which two conventional first type pachinko gaming machines are mixed. However, this is not limited to this, and the scope also includes cases where the invention is applied to other gaming machines (for example, conventional first type, second type, third type, general electric game, etc. pachinko gaming machines). Note that the first embodiment is merely an example, and the location and function of each means, the order of each step in various processes, the timing of flag on / off, the names of means for processing each step, etc. are not limited to the following aspects. In addition, the above-mentioned embodiment and modified examples should not be interpreted as being limited to being applied to a specific one, and any combination may be used. For example, a modified example of a certain embodiment should be understood as a modified example of another embodiment, and even if a modified example and another modified example are described independently, it should be understood that a combination of the modified example and the modified example is also described. Furthermore, in the first embodiment, there are lottery tables and reference tables for various tables, but these are not limiting, and the lottery table may be the reference table or vice versa.
[0010] Before going into a detailed description of the present invention, a simple configuration of the present invention will be described.
[0011] In the pachinko gaming machine of the present invention, two types of decorative patterns (designs for performance, decoration patterns) are provided, a first decorative pattern and a second decorative pattern, and the second decorative pattern is displayed (variably displayed) when the first decorative pattern is not displayed or is difficult to see. This is described in detail in the first embodiment.
[0012] Among the pachinko gaming machines according to the present invention, a configuration modified from that of the first embodiment so that special symbols and specific results (results consisting of numbers only) can be temporarily stopped at the timing of the temporary stop of the middle row when pseudo continuous fluctuation is executed will be described in detail in (Modification Example 1 from the First Embodiment).
[0013] Among the pachinko gaming machines according to the present invention, a configuration that has been modified from the configuration of (first embodiment) so that the later the provisional stop timing of the middle row in the pseudo-continuous fluctuation is {or the greater the number of pseudo-consecutive fluctuations (number of provisional stops in the middle row)}, the more possible stopping patterns there are that can be provisionally stopped. This is described in detail in (Modification example 2 from the first embodiment).
[0014] Among the pachinko game machines according to the present invention, a configuration is provided in which the display area SG10 of the performance display device SG becomes transparent, making the reels in the performance display device SG visible, and a transparent performance is executed in the second decorative pattern display device even if the first decorative pattern becomes invisible during the execution of the transparent performance, and the configuration is described in detail in (Example 3 of Modification from the First Embodiment) in which the configuration is capable of executing a transparent performance.
[0015] A pachinko game machine according to the present invention has a first decorative pattern and a second decorative pattern as decorative patterns (patterns for performance, decoration patterns), is configured to be able to execute a pre-reading performance, and a special pattern can be stopped as a confirmed stopping pattern for the final change of the pre-reading performance (change related to trigger hold) and can be stopped as a pseudo consecutive pattern for pseudo consecutive change. This is described in detail in the second embodiment.
[0016] In the pachinko game machine according to the present invention, a configuration modified from the configuration of (Second embodiment) to include a notice effect that is executed only when a specific reserved display mode is changed during execution of a reserved change effect (an effect in which the reserved display mode changes) based on a winning pre-reading lottery is described in detail in (Modification 1 from Second embodiment). The reserved change effect is an effect that suggests, by the display mode of the reserved icon, that there is a trigger reserved in the reserved. In addition, the reserved change effect is an effect that suggests, by the display mode of the change icon, that the pattern change is a trigger reserved.
[0017] Among the pachinko gaming machines according to the present invention, a configuration that has been modified from the configuration of (Second embodiment) so that the appearance rate of special patterns (winning rate of the advance reading lottery and winning rate of the angel zone transition lottery) differs between fluctuations on the first main player side and fluctuations on the second main player side will be described in detail in (Modification example 2 from the second embodiment).
[0018] In the pachinko game machine of the present invention, a configuration in which, in the time-shortened game state, the time for one change of the first decorative pattern can become the time value for multiple changes of the second decorative pattern (or the main game pattern) is described in detail in the third embodiment.
[0019] Various configurations regarding the display mode, display position, display area, priority, etc. of the first decorative pattern and the second decorative pattern that can be applied to the pachinko game machine of the present invention will be explained in detail in (Fourth embodiment).
[0020] Among the pachinko game machines of the present invention, a configuration in which displays corresponding to two holds, a first hold display and a second hold display, are displayed on the performance display device will be described in detail in (Example 1 of modification from the fourth embodiment).
[0021] Among the pachinko gaming machines according to the present invention, a configuration capable of executing parallel lotteries and in which a decorative pattern (a pattern for performance, a design pattern) corresponding to the variation of a first main gaming pattern is the first decorative pattern, and a decorative pattern (a pattern for performance, a design pattern) corresponding to the variation of a second main gaming pattern is the second decorative pattern will be described in detail in the fifth embodiment.
[0022] Of the pachinko game machine of the present invention, a configuration in which the configuration regarding the area in which the first decorative pattern and the second decorative pattern are displayed is modified from the configuration of (Fifth embodiment) will be described in detail in (Modification example 1 from the Fifth embodiment).
[0023] A configuration applicable to the pachinko gaming machine according to the present invention will be described in detail in the sixth embodiment.
[0024] (First embodiment)
[0025] Before describing each component, the characteristics (outline) of the pachinko gaming machine according to the first embodiment will be described below. Each component will be described in detail below with reference to the drawings.
[0026] First, the basic structure of the front side of the pachinko gaming machine according to the first embodiment will be described with reference to Fig. 1. The pachinko gaming machine is mainly composed of a gaming machine frame and a gaming board. These will be described in order below.
[0027] First, the game machine frame of the pachinko game machine includes an outer frame D12, a front frame D14, a transparent plate D16, a door D18, an upper ball tray D20, a lower ball tray D22, and a launch handle D44. First, the outer frame D12 is a frame body for fixing the pachinko game machine at a position where it is to be installed. The front frame D14 is a frame body that matches the opening part of the outer frame D12, and is attached to the outer frame D12 so as to be openable and closable via a hinge mechanism not shown. The front frame D14 includes a mechanism for launching game balls, a mechanism for detachably storing the game board, a mechanism for guiding or collecting game balls, and the like. The transparent plate D16 is formed of glass or the like, and is supported by the door D18. The door D18 is attached to the front frame D14 so as to be openable and closable via a hinge mechanism not shown. The upper ball tray D20 has a mechanism for storing game balls, sending game balls to the launch rail, and removing game balls to the lower ball tray D22, etc. The lower ball tray D22 has a mechanism for storing and removing game balls, etc. In addition, speakers D24 are provided on the upper left and right sides of the gaming machine, and sound effects (sound effects) according to the game status, etc. are output.
[0028] Next, the game board is formed with a game area D30 partitioned by an outer rail D32 and an inner rail D34. In addition to a plurality of game nails and mechanisms such as a windmill and various general winning holes (not shown), the game area D30 is provided with a first main game start hole A10, a second main game start hole B10, an auxiliary game start hole H10, a first large winning hole C10, a second large winning hole C20, a first main game symbol display device A20, a second main game symbol display device B20, a performance display device SG, an auxiliary game symbol display device H20, a center decoration D38, and an out hole D36. Each element will be described in detail below in order.
[0029] Next, the first main game start port A10 is installed as a start port corresponding to the first main game. Specifically, the first main game start port A10 is provided with a first main game start port ball entry detection device A11s. Here, the first main game start port ball entry detection device A11s is a sensor that detects the entry of a game ball into the first main game start port A10, and generates first main game start port ball entry information indicating the entry of the ball when the ball enters.
[0030] Next, the second main game start port B10 is installed as a start port corresponding to the second main game. As a specific configuration, the second main game start port B10 is equipped with a second main game start port ball entry detection device B11s and a second main game start port electric device B11d. Here, the second main game start port ball entry detection device B11s is a sensor that detects the entry of a game ball into the second main game start port B10, and generates second main game start port ball entry information indicating the entry of the ball when the ball enters. Next, the second main game start port electric device B11d is variable between a closed state in which it is difficult for a game ball to enter the second main game start port B10 and an open state in which it is easier for a game ball to enter than the normal state.
[0031] Here, in the first embodiment, the first main game start port A10 and the second main game start port B10 are arranged so as to be stacked vertically, and the upper part of the second main game start port B10 is blocked by the presence of the first main game start port A10. In addition, both the game ball flowing down the left side of the game area D30 (based on the center of the game area) and the game ball flowing down the right side of the game area D30 (based on the center of the game area) are configured to be guided to the first main game start port A10 and the second main game start port B10.
[0032] In the first embodiment, the electric device is provided on the second main game start opening B10 side, but the present invention is not limited to this, and the electric device may be provided on the first main game start opening A10 side. Furthermore, in the first embodiment, the first main game start opening A10 and the second main game start opening B10 are arranged so as to be stacked one on top of the other, but the present invention is not limited to this, and the first main game start opening A10 and the second main game start opening B10 may be arranged so as to be spaced apart. In such a configuration, a member for blocking the upper part of the second main game start opening electric device B11d may be provided. Also, a game ball flowing down the left side of the game area D30 (based on the center of the game area) may be easily guided to the first main game start opening A10 but difficult to be guided to the second main game start opening B10, and a game ball flowing down the right side of the game area D30 (based on the center of the game area) may be easily guided to the first main game start opening A10 but easy to be guided to the second main game start opening B10. Note that "easy to be guided" and "hard to be guided" are determined by the number of balls that enter when 10,000 game balls are shot to the right and left sides, respectively, for example.
[0033] Next, the auxiliary game start opening H10 is equipped with an auxiliary game start opening ball entry detection device H11s. Here, the auxiliary game start opening ball entry detection device H11s is a sensor that detects the entry of a game ball into the auxiliary game start opening H10, and generates auxiliary game start opening ball entry information indicating the entry of the ball when the ball enters. The entry of a game ball into the auxiliary game start opening H10 triggers a lottery to open the second main game start opening electric device B11d of the second main game start opening B10.
[0034] Here, in the first embodiment, the auxiliary game start opening H10 is configured so that game balls flowing down the right side of the game area D30 (based on the center of the game area) are easily guided thereto, and game balls flowing down the left side of the game area D30 are not easily guided thereto {however, this is not limited to this, and the auxiliary game start opening H10 may also be configured so that game balls flowing down the left side of the game area D30 (based on the center of the game area) are easily guided thereto (for example, auxiliary game start openings H10 may be provided on both the left and right sides of the game area D30)}.
[0035] Next, to the upper right of the outlet D36, the first large prize opening C10 and the second large prize opening C20 are arranged so that they overlap, and a game ball flowing down the right side of the game area D30 (based on the center of the game area) is configured to easily pass through the area where the first large prize opening C10 and the second large prize opening C20 are located before reaching the outlet D36.
[0036] Next, the first large prize opening C10 is a prize opening corresponding to the main game, which is in a horizontal rectangular shape and located at the upper right of the out opening D36 and below the second large prize opening C20, and opens when the first main game symbol (first special symbol) or the second main game symbol (second special symbol) stops at a jackpot symbol. Specifically, the first large prize opening C10 is equipped with a first large prize opening prize opening detection device C11s for detecting the entry of a game ball, and a first large prize opening electric device C11d (and a first large prize opening solenoid C13). Here, the first large prize opening prize opening detection device C11s is a sensor that detects the entry of a game ball into the first large prize opening C10, and generates first large prize opening ball entry information indicating the entry of the ball when the ball enters. The first large prize opening electric device C11d changes the first large prize opening C10 between a normal state where the game ball cannot or has difficulty winning the first large prize opening C10 and an open state where the game ball can win easily (the first large prize opening solenoid C13 is excited to change the state). In the first embodiment, the state of the large prize opening is a horizontal rectangular shape that changes between a normal state where the game ball cannot or has difficulty winning the first large prize opening C10 and an open state where the game ball can win easily, but is not limited to this. In that case, for example, a rod-shaped member provided in the large prize opening may be in a state where it is protruding toward the player and a state where it is retracted from the player (a so-called tongue-type attacker), which is suitable when it is desired to ensure that the number of balls entering the large prize opening is a predetermined number (for example, 10).
[0037] Next, the second large prize opening C20 is a prize opening corresponding to the main game, which is in a horizontal rectangular shape and located at the upper right of the out opening D36 and above the first large prize opening C10, and which opens when the first main game symbol (first special symbol) or the second main game symbol (second special symbol) stops as a jackpot symbol. Specifically, the second large prize opening C20 is equipped with a second large prize opening prize opening detection device C21s for detecting the entry of a game ball, and a second large prize opening electric device C21d (and a second large prize opening solenoid C23). Here, the second large prize opening prize opening detection device C21s is a sensor that detects the entry of a game ball into the second large prize opening C20, and generates second large prize opening ball entry information indicating the entry of the ball when the ball enters. The game ball that enters the second large prize opening C20 is detected by the second large prize opening entry detection device C21s. Next, the second large prize opening electric device C21d changes the second large prize opening C20 between a normal state in which the game ball cannot or has difficulty entering the second large prize opening C20 and an open state in which the game ball can easily enter. In the first embodiment, the state of the large prize opening is a horizontal rectangular shape that changes between a normal state in which the game ball cannot or has difficulty entering the second large prize opening C20 and an open state in which the game ball can easily enter, but is not limited to this. In that case, for example, the device may be configured so that a rod-shaped member provided inside the large prize opening can take an advanced state in which it protrudes toward the player, and a retracted state in which it is retracted toward the player (a so-called tongue-type attacker), which is suitable when it is desired to ensure that the number of balls entering the large prize opening is a predetermined number (for example, 10).
[0038] Next, the first main game symbol display device A20 (second main game symbol display device B20) is a device that executes display etc. related to the first main game symbol (second main game symbol) corresponding to the first main game (second main game). As a specific configuration, the first main game symbol display device A20 (second main game symbol display device B20) is equipped with a first main game symbol display section A21g (second main game symbol display section B21g) and a first main game symbol reserved display section A21h (second main game symbol reserved display section B21h). Here, the first main game symbol reserved display section A21h (second main game symbol reserved display section B21h) is composed of four lamps, and the number of the lamps that are lit corresponds to the reserved number of random numbers related to the first main game (second main game) (the number of variations of main game symbols that are not executed). The first main game symbol display section A21g (second main game symbol display section B21g) is composed of, for example, a 7-segment LED, and the first main game symbol (second main game symbol) is displayed with 10 numbers from "0" to "9" and "-" for a miss {however, this is not limited to this, and it is preferable to display the symbols using a 7-segment LED so that it is difficult for the player to recognize which main game symbol is displayed. Also, the reserved number display is not limited to being composed of four lamps, and may be configured to display up to four reserved numbers (for example, it may be configured to be composed of one lamp, and reserved number 1: lit, reserved number 2: slow flashing, reserved number 3: medium flashing, reserved number 4: fast flashing)}.
[0039] In addition, since the first main game symbol (second main game symbol) does not necessarily have to have a performance role, in the first embodiment, the size of the first main game symbol display device A20 (second main game symbol display device B20) is set to an inconspicuous size. However, when adopting a method in which the first main game symbol (second main game symbol) itself has a performance role and the decorative symbol on the first main game side (decorative symbol on the second main game side) is not displayed, the first main game symbol (second main game symbol) may be configured to be displayed on a liquid crystal display such as a performance display device SG described later.
[0040] Next, the performance display device SG is a device that executes the display of a performance image including decorative symbols (first decorative symbols and second decorative symbols) that change and stop in conjunction with the first main game symbol and the second main game symbol. Here, as a specific configuration, the performance display device SG has a display area SG10 in which a performance is executed including the display of the change of the decorative symbols. Here, the display area SG10 has a first reserved display area SG12 (and a second reserved display area SG13) that displays main game reserved information, and a decorative symbol display area SG11 that displays a moving image of the change of decorative symbols (first decorative symbols and second decorative symbols) in a plurality of rows imitating a game of a slot machine, for example. Note that, although the performance display device SG is composed of a liquid crystal display in the first embodiment, it may be composed of other display means such as a mechanical drum or LED. Next, the first reserved display area SG12 (and the second reserved display area SG13) is composed of four lamps, and the lamps are linked to the reserved lamps of the main game symbols.
[0041] Next, the auxiliary game symbol display device H20 is a device that executes display etc. related to auxiliary game symbols. Specifically, the auxiliary game symbol display device H20 includes an auxiliary game symbol display section H21g and an auxiliary game symbol reserved display section H21h. Here, the auxiliary game symbol reserved display section H21h is composed of four lamps, and the number of the lamps that are lit corresponds to the number of reserved auxiliary game symbol variations (the number of auxiliary game symbol variations that have not been executed).
[0042] Next, the center decoration D38 is installed around the performance display device SG and has functions such as a flow path for game balls, protection of the performance display device SG, decoration, etc. Also, the game effect lamp D26 is installed in the game area D30 or an area other than the game area D30 and plays a role in performance by blinking, etc.
[0043] Next, the basic structure of the back side of the pachinko machine will be described with reference to Fig. 2. The pachinko machine is made up of a main control board M that controls the overall operation of the pachinko machine, and in particular controls the overall game operation (i.e., controls directly related to the player's profits), such as the lottery when a ball enters the first main game start port A10 (second main game start port B10), a sub-main control unit SM that controls the display of various effects on the effect display device SG that adds interest to the game content, and a sub-sub control unit SS that mainly executes the effect display, and a sub-control board S that controls the overall performance, a prize ball tank KT, a prize ball rail KR, and balls supplied from the prize ball tank KT in response to winning balls entering each winning port. A prize ball payout device (set base) KE having a payout unit KE10 that pays out game balls into the upper ball tray D20, a prize ball payout control board KH that controls the payout operation by the payout unit KE10, a launching device D42 that launches the game balls (reserved balls) in the upper ball tray D20 one by one into the game area D30, a launching control board D40 that controls the launching operation of the launching device D42, a power supply unit E that supplies power to each part of the pachinko game machine, and a power switch Ea that is a switch that turns the power of the pachinko game machine on and off are all provided on the back side of the front frame D14 (opposite the playing side).
[0044] Next, the electrical schematic configuration of the pachinko game machine according to the first embodiment will be described with reference to the block diagram of Fig. 3. First, the pachinko game machine according to the first embodiment is mainly composed of a main control board M that controls the progress of the game, a prize ball payout control board KH that controls the payout of game balls based on information (signals, commands, etc.) from the main control board M, a sub-control board S (in this example, a sub-main control unit SM and a sub-sub control unit SS are arranged on one board) that controls the execution of various effects on the effect display device SG, such as the variation and stop of decorative patterns (first decorative pattern and second decorative pattern), sound from the speaker D24, the lighting of the game effect lamp D26, error notification, etc., based on information (signals, commands, etc.) from the main control board M, and a power supply unit E that supplies power to the entire game machine including these control boards. Here, the sub-control board S is equipped with two control parts: a sub-main control part SM that controls various effects on the effect display device SG, such as the change and stop of the decorative symbols (first decorative symbol and second decorative symbol), sound from the speaker D24, lighting of the game effect lamp D26, and error notification, and a sub-sub control part SS that executes display processing such as the change and stop display of the decorative symbols (first decorative symbol and second decorative symbol) on the effect display device SG, and the hold display and notice display. The main control board M, the prize ball payout control board KH, the sub-main control part SM, and the sub-sub control part SS are equipped with a CPU that performs various arithmetic processing, a ROM that stores in advance programs that define the CPU's arithmetic processing, and a RAM that temporarily stores data handled by the CPU (various data generated during play, computer programs read from the ROM, etc.). Although not specifically shown here, it is preferable to configure the ROM mounted on the main control board M so as not to provide any unused areas in order to prevent programs and the like that have been modified through fraudulent activity from being written into it (for example, all unused areas are filled with 0s, used areas are written to lower addresses, etc.). Also, in order to prevent data that is not normally referenced from being referenced due to noise or fraudulent activity, it is preferable to configure it so as not to provide any unused data (for example, data referenced in gaming machines with different specifications, data used only for testing in the development stage, etc.).Similarly, when using RAM areas, it is preferable to use areas in the lower addresses and configure it so that there is no unused program area. Below, we will outline the schematic configuration of each board and the electrical connection between each board and the device.
[0045] First, the main control board M is electrically connected to input / output devices essential for the progress of the game, such as the winning port sensors Ns {the first main game start port ball entry detection device A11s, the second main game start port ball entry detection device B11s, the auxiliary game start port ball entry detection device H11s, the first large prize port winning detection device C11s, the second large prize port winning detection device C21s, the general prize detection device (not shown, a general prize port is a ball entry port which has prize balls but does not involve pattern drawing)}, drive solenoids not shown (the first large prize port solenoid C13, the second large prize port solenoid C23, etc., mentioned above), and information display LEDs (not shown), and controls the progress of the game based on the input signals from each input device. Furthermore, the main control board M is electrically connected to the prize ball payout control board KH and the sub-control board S (sub-main control unit SM and sub-sub control unit SS), and is configured to be able to transmit information (commands) relating to prize ball payout, etc. to the prize ball payout control board KH based on the progress of the game, and to transmit information (commands) relating to the performance, game progress, etc. to the sub-control board S. The main control board M can be connected to a hall computer HC, etc., via an external connection terminal (not shown), and is configured to be able to output game-related information from the main control board M to an external device by wiring to the hall computer HC via the external connection terminal.
[0046] Also, in the first embodiment, as indicated by the arrows in Figure 3, the main control board M and the prize ball payout control board KH are configured to enable two-way communication, while the main control board M and the sub-main control unit SM are configured to enable one-way communication from the main control board M to the sub-main control unit SM (the communication method may be either serial communication or parallel communication). Note that communication between control boards (between control devices) may be either one-way or two-way communication.
[0047] Next, the prize ball payout control board KH is connected to a prize ball payout device KE that executes the payout of game balls, and a game ball lending device R that is a device that can be operated by a player and receives a game ball lending request and transmits it to the prize ball payout control board KH. In addition, although not shown, in the first embodiment, a control circuit unit of a launching device is provided in the prize ball payout control board, and is also connected to the prize ball payout control board and the launching device (launching handle, launching motor, ball feed device, etc.). In the first embodiment, the game ball lending device R is a separate device adjacent to the gaming machine, but it may be integrated with the gaming machine, in which case the prize ball payout control board KH may perform the lending control and the management control of the recording medium for lending electronic money, etc.
[0048] Next, the sub-control board S is connected to the performance display device SG that displays the decorative patterns (first decorative pattern and second decorative pattern) and the like, the speaker D24, the game effect lamp D26, and other performance drive devices (not shown). In the first embodiment, as described above, the sub-control board S has a sub-main control unit SM and a sub-sub control unit SS, and the sub-main control unit SM controls the sound output from the speaker D24, controls the lighting of the game effect (illumination) lamp D26, and controls the determination of the display content to be displayed on the performance display device, and the sub-sub control unit SS controls the display (actual display control) on the performance display device. In the first embodiment, the sub-main control unit SM and the sub-sub control unit SS are configured to be integrated on the sub-control board S, but are not limited to this (they may be configured as separate boards, but by configuring them to be integrated, there are advantages such as space benefits and the reduction of the situation in which noise is mixed into the wiring, etc.). In addition, the division of labor between the two control units can be changed as appropriate, for example by having the sub-sub control unit SS execute voice control (preferable when a voice control circuit is integrated into the VDP). Also, electronic value may be given as a prize ball instead of a physical prize ball.
[0049] Next, various functions of the pachinko game machine according to the first embodiment will be described with reference to the block diagram of FIG. 4. First, the main control board M is connected to the game peripherals related to the game (first main game peripheral A, second main game peripheral B, first and second main game shared peripheral C, auxiliary game peripheral H), the sub-main control unit SM (sub-game control means SM) related to the performance, and the prize ball payout control board KH that controls the payout of a predetermined number of prize balls based on a payout instruction from the main control board M so as to be capable of transmitting information. In addition, the sub-main control unit SM (sub-game control means SM) is also electrically connected to the sub-sub control unit SS (performance display means SS) that executes the image performance, various game effect lamps D26 (for example, side lamps), speakers D24, etc. Furthermore, the prize ball payout control board KH is electrically connected to the prize ball payout device KE equipped with a stepping motor, a sprocket, etc. In addition, the main control board M, sub-main control unit SM (sub-game control means SM), sub-sub control unit SS (performance display means SS), prize ball payout control board KH, etc. are composed of elements such as ROM and RAM for storing data and programs, and CPU used for calculation processing, etc. in terms of hardware. In addition, each means included in the main control board M below may be configured to be mounted on a peripheral device (e.g., a gaming peripheral device). For example, each means included in a peripheral device (e.g., a gaming peripheral device) may be configured to be mounted on the main control board M. In addition, the main control board M is equipped with a performance display monitor (not shown) described later. The above-mentioned means (devices) will be described in detail below.
[0050] First, the main control board M includes a game information control means MJ for controlling the acquisition of game information, a game content determination means MN for determining the content of the game, a game progress means MP for managing the progress of games such as special games and specific games, and a current and past game state [for example, a state related to the main game {normal game state, specific game state (probability-varying game state, time-shortened game state), special game state}, a state related to the auxiliary game (easy-opening state, non-easy-opening state), stopping symbols and variable mode information related to the main game symbols and auxiliary game symbols, on / off status of various flags, a game state during a special game (for example, information on the number of rounds and the number of winnings)]. ] etc., an information transmission control means MT (and a command transmission buffer MT10 for storing unsent commands) for transmitting various game information {for example, stopping pattern information, attribute information of the stopping patterns {for example, 16R jackpot, 8R jackpot, 4R jackpot, miss}, information on the fluctuation mode (for example, fluctuation time), start signal, status information, end signal of special game, pending information, etc.} to the gaming peripheral device side, and a prize ball payout determination means MH for controlling a prize ball payout control board KH to pay out a predetermined number of prize balls based on the entry of game balls into various winning ports. For example, three prize balls are paid out based on a winning entry at the first main game start port A10, one prize ball is paid out based on a winning entry at the second main game start port B10, 15 prize balls are paid out based on a winning entry at the first large prize port C10 and the second large prize port C20, and three prize balls are paid out based on a winning entry at the left general prize port and the right general prize port.
[0051] Here, the game information control means MJ has an entry ball determination means MJ10 for determining the flow of game balls into each entry port (starting port, etc.), a random number acquisition determination execution means MJ20 for determining whether or not each random number can be acquired and acquiring each random number based on the determination result, and a hold control means MJ30 for temporarily storing balls that enter each starting port during the varying display as reserved balls up to an upper limit number. The game progress means MP also includes a display control means MP10 for controlling the variation and stop display of each symbol, a second main game start opening electric device opening / closing control means MP20-B for performing various processes directly related to the opening / closing decision of the second main game start opening electric device B11d of the second main game start opening B10, a special game control means MP30 for controlling the special game that is more advantageous to the player than the normal game, and a specific game control means MP50 for deciding which game state the current game state should be shifted to for the first main game, the second main game, and the auxiliary game, and for performing the process of shifting the game state based on the decision. Each means will be described in detail below.
[0052] First, the ball entry determination means MJ10 has a first main game start port ball entry determination means MJ11-A which determines whether or not a game ball has entered the first main game start port A10, a second main game start port ball entry determination means MJ11-B which determines whether or not a game ball has entered the second main game start port B10, an auxiliary game start port ball entry determination means MJ11-H which determines whether or not a game ball has flowed into the auxiliary game start port H10, a first large prize port ball entry determination means MJ11-C10 which determines whether or not a game ball has entered the first large prize port C10, and a second large prize port ball entry determination means MJ11-C20 which determines whether or not a game ball has entered the second large prize port C20.
[0053] Next, the random number acquisition judgment execution means MJ20 has a first main game random number acquisition judgment execution means MJ21-A which judges whether or not to acquire a first main game side random number based on the entry of a game ball into the first main game start port A10, and acquires the random number (e.g., a first winning random number, a first variable mode determining random number, a first main game pattern determining random number, etc.) according to the judgment result, a second main game random number acquisition judgment execution means MJ21-B which judges whether or not to acquire a second main game side random number based on the entry of a game ball into the second main game start port B10, and acquires the random number (e.g., a second winning random number, a second variable mode determining random number, a second main game pattern determining random number, etc.) according to the judgment result, and an auxiliary game random number acquisition judgment execution means MJ21-H which judges whether or not to acquire an auxiliary game side selected random number, and acquires the random number based on the judgment result.
[0054] Here, the "random number" in the claims and this specification, including the above, is a value randomly selected from a predetermined range, such as "0" to "65535" or "0" to "255", which is assigned according to the type of random number (for example, winning random number or variation mode determining random number). In addition, the random number does not have to be a mathematically generated random number, and may be a pseudo-random number generated by hardware random number or software random number. For example, the method of generating each value in the random number may include a method of sequentially generating values along the sequence of random numbers (plus one method), a method of determining the next value (initial value) when the final value of the sequence of random numbers is generated by a value with chance (initial value update method), or a combination of these. By obtaining random numbers in such a method, it is possible to generate non-periodic random numbers that are difficult for players to predict. Conversely, for example, in the case of a method of generating the next random number using a random number used in a certain lottery, the next random number becomes easy to predict. Therefore, when generating a random number, it is preferable to generate a new random number without using the random number used in the previous lottery.
[0055] Next, the reservation control means MJ30 includes reservation consumption control means MJ31 for controlling the process related to reservation consumption and change start, first main game symbol reservation means MJ32-A for determining whether or not to temporarily store the first main game side random number obtained in a situation where the first main game symbol change permission has not been granted, and for reserving the random number in first main game symbol reservation information temporary storage means MJ32b-A based on the result of the determination until the symbol change permission is granted, and temporary storage means MJ32b-A for temporarily storing the second main game side random number obtained in a situation where the second main game symbol change permission has not been granted. The auxiliary game symbol holding means MJ32-H has a function of determining whether or not to temporarily store an auxiliary game random number obtained when permission for changing the auxiliary game symbol has not been granted, and a function of determining whether or not to temporarily store the auxiliary game random number obtained when permission for changing the auxiliary game symbol has not been granted, and a function of determining whether or not to temporarily store the random number obtained when permission for changing the auxiliary game symbol has not been granted, and a function of determining whether or not to temporarily store the random number in the auxiliary game symbol holding information temporary storage means MJ32b-H until permission for changing the symbol is granted.
[0056] Here, the reserved consumption control means MJ31 has a fluctuation start condition satisfaction determination means MJ31j that determines whether or not a condition for starting a fluctuation has been satisfied.
[0057] Next, the first main game symbol holding means MJ32-A, the second main game symbol holding means MJ32-B and the auxiliary game symbol holding means MJ32-H each have a first main game symbol holding information temporary storage means MJ32b-A, a second main game symbol holding information temporary storage means MJ32b-B and an auxiliary game symbol holding information temporary storage means MJ32b-H for temporarily storing random numbers combined with the holding order, capable of storing up to four symbols.
[0058] Next, the game content determination means MN has a win / loss lottery means MN10 for drawing a lottery for the win / loss of the special game and the opening / closing of the second main game start opening electric role B11d, a special game transition determination means MN20 for determining the transition to the special game when the win / loss lottery result is a win (for example, turning on the win flag internally), a pattern content determination means MN40 for determining the stop pattern of each pattern based on each random number, and a variation mode determination means MN50 for determining the variation mode (variation time, etc.) of each pattern based on each random number. Here, the win / loss lottery means MN10 has a first main game win / loss lottery means MN11-A for drawing a lottery for the first main game pattern, a second main game win / loss lottery means MN11-B for drawing a lottery for the second main game pattern, and an auxiliary game win / loss lottery means MN11-H for drawing a lottery for the auxiliary game pattern. Here, the first main game winning / losing lottery means MN11-A, the second main game winning / losing lottery means MN11-B and the auxiliary game winning / losing lottery means MN11-H each have a first main game winning / losing lottery table MN11ta-A referred to when drawing a winning / losing lottery for the first main game symbol, a second main game winning / losing lottery table MN11ta-B referred to when drawing a winning / losing lottery for the second main game symbol, and an auxiliary game winning / losing lottery table MN11ta-H referred to when drawing a winning / losing lottery for the auxiliary game symbol. An example of a detailed table configuration will be described later.
[0059] Here, when performing a winning / losing lottery based on the main game random number, the winning / losing lottery means MN10 performs a winning / losing judgment by determining whether the main game random number is the same value as any of all winning random numbers, or, if some or all of the winning random numbers are consecutive numbers, by determining whether the main game random number is equal to or less than the upper limit value and equal to or more than the lower limit value of the winning random number. By performing such a winning / losing judgment, an accurate judgment process can be performed. On the other hand, when performing a winning / losing judgment by comparing only with the upper limit or only with the lower limit of the winning random number range, it is necessary to set the winning random number to the value at the end of the random number range (for example, 0 or 1023 when the range of random numbers is 0 to 1023), so there is a risk that it will be vulnerable to fraud (for example, a fraudulent act of passing a current through the main control board M, which makes it easy for all bits in the memory area to become 0 or 1). In addition, in this example, one random number is used to perform one lottery draw {because when multiple random numbers are used in one lottery draw (so-called a two-stage lottery draw), it is necessary to prevent the two random numbers from becoming synchronized}.
[0060] Next, the pattern content determination means MN40 has first main game pattern determination means MN41-A which determines the stopping pattern of the first main game pattern based on the acquired game content determination random number (first main game random number), second main game pattern determination means MN41-B which determines the stopping pattern of the second main game pattern based on the acquired game content determination random number (second main game random number), and auxiliary game pattern determination means MN41-H which determines the stopping pattern of the auxiliary game pattern based on the acquired auxiliary game pattern winning random number.
[0061] Here, the first main game symbol determination means MN41-A has a lottery table MN41ta-A for determining the first main game symbol which is referred to when determining the stopping pattern related to the first main game symbol, and the lottery table MN41ta-A for determining the first main game symbol is provided with various lottery tables which differ according to the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for first main game normal game state, probability variable game → lottery table for first main game probability variable game state, time-shortened game → lottery table for first main game time-shortened game state). Further, the second main game symbol determination means MN41-B has a lottery table MN41ta-B for determining the second main game symbol which is referred to when determining the stop symbol related to the second main game symbol, and the lottery table MN41ta-B for determining the second main game symbol is provided with various lottery tables which differ according to the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for second main game normal game state, probability variable game → lottery table for second main game probability variable game state, time-saving game → lottery table for second main game time-saving game state). An example of a detailed table configuration will be described later. Furthermore, the auxiliary game symbol determination means MN41-H has a lottery table MN41ta-H for determining the auxiliary game symbol which is referred to when determining the stopping pattern related to the auxiliary game symbol, and the lottery table MN41ta-H for determining the auxiliary game symbol is provided with various winning tables which differ according to the game state (normal game -> normal lottery table for auxiliary game, probability variable game and time-shortened game -> lottery table for auxiliary game time-shortened).
[0062] Next, the fluctuation mode determination means MN50 has first main game fluctuation mode determination means MN51-A which determines the fluctuation mode (fluctuation time, etc.) of the first main game pattern based on the acquired game content determination random number (first main game random number), second main game fluctuation mode determination means MN51-B which determines the fluctuation mode (fluctuation time, etc.) of the second main game pattern based on the acquired game content determination random number (second main game random number), and auxiliary game fluctuation mode determination means MN51-H which determines the fluctuation mode (fluctuation time, etc.) of the auxiliary game pattern based on the acquired auxiliary game pattern winning random number.
[0063] Here, the first main game variation mode determining means MN51-A has a lottery table MN51ta-A for determining the first main game variation mode which is referred to when determining the variation mode relating to the first main game symbol, and the lottery table MN51ta-A for determining the first main game variation mode is provided with various lottery tables which differ according to the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for first main game normal game state, probability variable game → lottery table for first main game probability variable game state, time-shortened game → lottery table for first main game time-shortened game state). Further, the second main game variation mode determining means MN51-B has a lottery table MN51ta-B for determining the second main game variation mode which is referred to when determining the variation mode related to the second main game symbol, and the lottery table MN51ta-B for determining the second main game variation mode is provided with various lottery tables which differ according to the win / loss result and the game state (for example, with regard to the game state, normal game → lottery table for second main game normal game state, probability variable game → lottery table for second main game probability variable game state, time-saving game → lottery table for second main game time-saving game state). An example of a detailed table configuration will be described later. Furthermore, the auxiliary game fluctuation mode determination means MN51-H has a lottery table MN51ta-H for determining the auxiliary game fluctuation mode which is referred to when determining the fluctuation mode related to the auxiliary game pattern, and the lottery table MN51ta-H for determining the auxiliary game fluctuation mode is provided with various winning tables which differ according to the game status (normal game -> normal auxiliary game lottery table, probability fluctuation game and time-shortened game -> auxiliary game time-shortened lottery table).
[0064] Next, the display control means MP10 has a first / second main game pattern control means MP11-C which controls the first main game pattern to be displayed stationary after being varied for a predetermined time on the first main game pattern display section A21g of the first main game pattern display device A20 and on the second main game pattern display section B21g of the second main game pattern display device B20, and an auxiliary game pattern control means MP11-H which controls the auxiliary game pattern to be displayed stationary after being varied for a predetermined time on the auxiliary game pattern display section H21g of the auxiliary game pattern display device H20.
[0065] Here, the first and second main game symbol control means MP11-C has a first and second main game symbol variation management timer MP11t-C (decrement counter) that can be reset to zero. Furthermore, the auxiliary game symbol control means MP11-H further has an auxiliary game symbol variation management timer MP11t-H that can measure time.
[0066] Next, the second main game start port electric device opening / closing control means MP20-B has a second main game start port electric device opening / closing condition determination means MP21-B for determining whether or not the conditions for performing the process of opening and closing the second main game start port electric device B11d are satisfied, and a second main game start port electric device opening timer MP22t-B for measuring the drive (opening) time of the second main game start port electric device B11d.
[0067] Next, the special game control means MP30 has a condition determination means MP31 which determines whether the conditions for transitioning to a special game are met, a special game content determination means MP32 which, if the special game transition conditions are met, determines the content of the special game (specifically, the large prize opening to be opened, the number of rounds, the time between rounds, etc.) and sets this in the special game related information temporary storage means MB20b, a special game execution means MP33 for executing a special game (large win) which opens the first large prize opening C10 or the second large prize opening C20 under predetermined conditions, and a special game time management means MP34 for managing the time of various processes related to the special game (for example, the opening and closing times of the first large prize opening C10 and the second large prize opening C20). Here, the special game execution means MP33 has a first and second large prize opening electric device opening / closing control means MP33-C for opening and closing the first large prize opening electric device C11d and the second large prize opening electric device C21d, and a winning ball counter MP33c for measuring winning balls in the first large prize opening C10 and the second large prize opening C20. The special game time management means MP34 further has a special game timer MP34t for managing the round time. In addition, the special game content determination means MP32 further has a special game content reference table MP32ta which is referred to when specifying the content of the special game to be set in the special game related information temporary storage means MB20b (details of the table are not shown).
[0068] Next, the specific game control means MP50 has a probability variable game end condition determination means MP51 that determines whether the end condition of the probability variable game state is satisfied, and a time-saving game end condition determination means MP52 that determines whether the end condition of the time-saving game state is satisfied. Here, the time-saving game end condition determination means MP52 has a time-saving number counter MP52c that can count the number of time-saving times. Here, the "specific game" refers to, for example, a probability variable game in which the lottery probability for a special game is higher than in a normal game, or a time-saving game in which the change time of the main game pattern is relatively shorter than in a normal game.
[0069] Here, in the first embodiment, during time-shortened play, the variation time of the first main game symbol and the second main game symbol is relatively shortened compared to during non-time-shortened play (time-shortened function). Furthermore, the variation time of the auxiliary game symbol is also relatively shortened, and the opening extension time of the second main game start port electric device B11d is relatively extended (opening time extension function). Also, the time-shortened play in the first embodiment ends when the total value of the number of times the first main game symbol changes and the number of times the second main game symbol changes exceeds a predetermined number (excluding probability-varying play with no time-shortened number limit). In other words, the number of times the time is shortened is configured to be subtracted each time the first main game symbol and the second main game symbol change (stop). The probability change game end condition determination means MP51 and the time-saving game end condition determination means MP52 may have a function of, for example, performing a lottery for transition from a specific game (for example, a probability change game or a time-saving game) to a normal game with a predetermined probability every time a pattern changes (so-called, in the case of a pachinko game machine having a fall lottery function). The time-saving game state in this example may be that the main game time-saving flag is on, or that the auxiliary game time-saving flag is on; that is, the time-saving game state may indicate that the opening time extension function is activated (including a high probability high base state and a low probability high base state), and the non-time-saving game state may indicate that the opening time extension function is not activated (including a low probability low base state). The time-saving game state may be referred to as a specific game state, and the non-time-saving game state may be referred to as a normal game state. In addition, the probability-varying game state may be called a high-probability lottery state, and the non-probability-varying game state may be called a low-probability lottery state. In addition, the high-probability low-base state as another game state is preferably set as a time-shortened game state when a time-shortened game in which the variation time of the main game symbol is relatively shorter than that in the normal game state is executed, and is preferably set as a non-time-shortened game state when a time-shortened game in which the variation time of the main game symbol is relatively shorter than that in the normal game state is not executed.
[0070] Next, the game status temporary storage means MB has first and second main game status temporary storage means MB10-C for temporarily storing the current game status in the first main game (game from the change of the first main game symbol to its stop) and the second main game (game from the change of the second main game symbol to its stop), auxiliary game status temporary storage means MB10-H for temporarily storing the current game status in the auxiliary game, special game related information temporary storage means MB20b for temporarily storing the current game status in the special game (for example, the number of rounds, the number of winning game balls in any round, the on / off status of various flags related to the special game, etc.), and specific game related information temporary storage means MB30b for temporarily storing the current game status in the specific game (for example, the remaining number of times of time reduction, the on / off status of various flags related to the specific game, etc.).
[0071] Here, the first / second main game state temporary storage means MB10-C has a first / second main game pattern information temporary storage means MB11b-C for temporarily storing the stopped pattern and change mode information relating to the first or second main game pattern currently changing (the first or second main game pattern for which the change start condition has been established).
[0072] In addition, the auxiliary game status temporary storage means MB10-H has an auxiliary game pattern information temporary storage means MB11b-H for temporarily storing information such as stopped patterns related to the currently changing auxiliary game patterns (auxiliary game patterns for which the change start condition has been met).
[0073] Next, the gaming peripherals will be described. Since the detailed configurations of some of the peripherals have already been described, the remaining configurations will be described briefly. First, the gaming peripherals include a first main gaming peripheral A which is a peripheral device on the first main gaming side, a second main gaming peripheral B which is a peripheral device on the second main gaming side, a first and second main gaming common peripheral C which is a common peripheral device for the first and second main gaming sides, an auxiliary gaming peripheral H related to the auxiliary games, a sub-game control means (sub-main control unit) SM, a sub-sub control unit SS (and a performance display device SG), etc. Here, the performance controlled by the sub-main control unit SM is related to the display of only information that does not affect the result of the game, including the change of the decorative patterns (first decorative patterns and second decorative patterns) in a time-synchronized manner with the change of the first main gaming pattern and the second main gaming pattern. Below, these peripherals will be described in order.
[0074] First, the first main game peripheral device A has a first main game start port A10 which is a trigger for transition to a special game, and a first main game symbol display device A20 capable of displaying a stationary and variable first main game symbol.
[0075] Next, the second main game peripheral device B has a second main game start hole B10 which is a trigger for transition to a special game, and a second main game symbol display device B20 capable of displaying a stationary and variable second main game symbol.
[0076] Next, the first and second main game shared peripheral devices C have a first large prize opening C10 and a second large prize opening C20 which are in a closed state during normal play and are in an open state under predetermined conditions during special play (jackpot).
[0077] Next, the auxiliary game peripheral device H has an auxiliary game start port H10 which triggers the opening of the second main game start port electric device B11d of the second main game start port B10, and an auxiliary game pattern display device H20 capable of displaying stationary and varying auxiliary game patterns.
[0078] Next, the sub-game control means (sub-main control unit) SM has a display information receiving means SM10 for receiving various information from the main control board M, a performance display control means SM20 for determining the performance contents related to the performance display and for controlling the display, and an information transmission / reception control means SM40 for controlling the transmission and reception of information with the sub-sub control unit SS. Each of the above means will be described in detail below.
[0079] First, the display information receiving means SM10 has a main side information temporary storage means SM11b for temporarily storing symbol information and display instruction information relating to the first main game and the second main game from the main control board M side.
[0080] Next, the performance display control means SM20 has a decorative pattern display control means SM21 which controls the change patterns of the decorative patterns (first decorative pattern and second decorative pattern) and the determination processing and display control processing of the stopping patterns, a decorative pattern pending information display control means SM22 which controls the management of the number of pending decorative patterns (first decorative pattern and second decorative pattern) and the pending display processing, a background performance display control means SM23 which controls the determination processing and display control processing of the background image, a preview performance display control means SM24 which controls the determination processing and display control processing of the preview performance contents, and a reach performance display control means SM25 which controls the determination processing and display control processing of the reach performance contents.
[0081] Here, the decorative pattern display control means SM21 has a decorative pattern display content determination means SM21n which determines the stopping pattern and change mode of the decorative pattern {in the first embodiment, there are two types of decorative patterns (hereinafter referred to as the first decorative pattern and the second decorative pattern), the first decorative pattern and the second decorative pattern are independent of each other, and the game result can be announced by combining three number patterns of the first decorative pattern or the second decorative pattern} based on information from the main control board M, a decorative pattern display related information temporary storage means SM21b for temporarily storing various information (change mode information, stopping pattern information, various flags, etc.) related to the pattern change of the decorative pattern (first decorative pattern and second decorative pattern), and a first decorative pattern change time management timer SM21t-1 for measuring the change time of the decorative pattern (first decorative pattern and second decorative pattern). Here, the decorative symbol display content determination means SM21n further includes a decorative symbol change content determination lottery (reference) table SM21ta (details of the table are not shown) which is referred to when determining the stop symbols and change modes of the decorative symbols (first decorative symbol and second decorative symbol), and a decorative symbol effect table SM21ta-2 which is referred to when determining (or setting) the effect contents, display update timing, and display update contents of the decorative symbols (first decorative symbol and second decorative symbol). Note that both the first decorative symbol and the second decorative symbol are independently displayed and controlled by the effect display control means SM20 based on information from the main control board M, and by making good use of these two types of decorative symbols, it is configured to increase the interest of the effect and make it easier to grasp the progress of the game, which will be described later.
[0082] Next, the decoration design reservation information display control means SM22 has a decoration design reservation information temporary storage means SM22b for temporarily storing information on reservation related to the decorative design (the first decorative design and the second decorative design).
[0083] Next, the background performance display control means SM23 has a background performance display content determination means SM23n that determines the display content of the background performance based on information from the main control board M, and a background performance related information temporary storage means SM23b for temporarily storing information related to the background performance display.
[0084] Next, the preview performance display control means SM24 has a preview performance display content determination means SM24n which determines the display content and display timing of the preview performance based on information from the main control board M, and a preview performance related information temporary storage means SM24b for temporarily storing information related to the preview performance display.
[0085] Next, the reach performance display control means SM25 has reach performance display content determination means SM25n which determines the display content and display timing of the reach performance based on information from the main control board M, and reach performance related information temporary storage means SM25b for temporarily storing information related to the reach performance display.
[0086] The performance display means (sub-sub control section) SS has a sub-information transmission / reception control means SS10 that controls the transmission and reception of information with the sub-main control section SM, and an image display control means SS20 that displays an image in the display area SG10 on the performance display device SG. Here, the image display control means SS20 further has an image display related information temporary storage means SS21b for temporarily storing commands received from the sub-main control section SM and information related to various image displays.
[0087] In addition, the performance display means (sub-sub control unit) SS is electrically connected to a performance display device SG that displays images related to the performance based on information from the performance display means (sub-sub control unit) SS. Here, the performance display device SG has a display area SG10 that displays images.
[0088] Here, the display area SG10 has a decorative pattern display area SG11 for variably displaying decorative patterns (first decorative pattern and second decorative pattern), and a first hold display area SG12 (and a second hold display area SG13) for displaying main game hold information.
[0089] The first main game symbol display device A20, the second main game symbol display device B20, and the auxiliary game symbol display device H20 are connected to the main control board M so as to be able to communicate information, and the remaining performance display means (sub-sub control unit) SS is connected to the sub game control means (sub-main control unit) SM so as to be able to communicate information. That is, the first main game symbol display device A20, the second main game symbol display device B20, and the auxiliary game symbol display device H20 are controlled by the main control board M, and the performance display means (sub-sub control unit) SS is controlled by the sub game control means (sub-main control unit) SM. It is also possible to configure the device to control another peripheral device via another peripheral device controlled by one-way communication (one-way communication) with the main control board M.
[0090] From here, an example of a general process flow in the gaming machine according to the first embodiment will be described using a flowchart. The flowchart is mainly composed of process steps (shown as rectangles), decisions (shown as diamonds), flow lines (arrows), and terminals (shown as rounded rectangles) indicating start, end, return, etc. Furthermore, when the details of a process step are shown in another flowchart, a subroutine that refers to the other flowchart is shown as a subroutine (shown as a rectangle with double lines on the left and right). Here, in the development stage of a gaming machine, gaming machines with different specifications are simultaneously developed, but in this example, the main processing is configured so that subroutines (subroutines that are not normally used) executed in gaming machines with different specifications are not left, and processing related to unused subroutines that are not normally executed is prevented from being executed due to noise or fraudulent behavior.
[0091] First, FIG. 5 is a main flow chart showing the flow of general processing performed by the main control board M. After the power supply of the gaming machine is turned on, the processing of FIG. 5(a) is executed. That is, after the power supply of the gaming machine is turned on and initial settings are made (not shown), in step 1002, the main control board M checks the input port of the RAM clear button and judges whether the reset button (RAM clear button) of the power supply unit E has been operated, that is, whether an operation to intentionally clear the contents of the RAM has been performed by the manager of the gaming facility or the like. If the answer is Yes in step 1002, in step 1004, the main control board M clears all the RAM contents (for example, information in the game state temporary storage means MB, etc.) on the main control board M side. Next, in step 1006, the information transmission control means MT transmits RAM clear information (command) indicating that the RAM of the main control board M has been cleared to the sub-main control unit SM side (it may be transmitted at that timing, or it may be configured to set the command at that timing and transmit it in the control command transmission processing described later), and proceeds to the processing of step 1016. On the other hand, if the answer is No in step 1002, in step 1008, the main control board M checks the contents of the RAM area in the main control board M (for example, compares the checksum recorded at the time of power failure with the amount of information stored in the RAM area). Next, in step 1010, the main control board M judges whether the contents of the RAM are abnormal (whether the information at the time of power failure is not accurately backed up in the RAM) based on the check result. If the answer is Yes in step 1010, that is, if the data backed up in the RAM is abnormal, the process proceeds to step 1004 (the RAM clear process described above). On the other hand, if the answer is No in step 1010, that is, if the data backed up in the RAM is normal, in step 1012, the main control board M acquires various information commands at the time of power failure stored (backed up) in the RAM in the main control board M, and in step 1014, transmits the acquired various information commands to the sub-main control unit SM side (it may be transmitted at the relevant timing, or it may be configured to set commands at the relevant timing and transmit them in the control command transmission process described later), and proceeds to the process of step 1016.Next, in step 1016, the main control board M permits a regular execution interrupt (for example, triggered by a hardware interrupt every 4.0 ms, but in this example, the interrupt period is T) related to the main processing on the main control board M side shown in Fig. 10(b) {as a result, Fig. 10(b) is executed when the regular execution interrupt timing is reached}, and proceeds to processing in step 1018. After step 1018, the main control board M repeatedly executes various random number update processes (for example, incrementing a random number counter) until the next regular interrupt timing is reached.
[0092] Furthermore, it is preferable to configure the initial value of the temporary memory area (RAM, etc.) installed on the main control board M so that it is not a value that would result in a special game being executed (to prevent a special game from being erroneously executed if a process for determining whether or not a special game will be executed is executed due to noise or fraudulent activity immediately after the program processing has started).
[0093] Next, the timer interrupt process will be described. The main control board M executes the process of FIG. (b) based on an interrupt request that occurs when the fixed-time interrupt timing is reached. That is, when the fixed-time interrupt period T is reached (for example, a hardware interrupt every 4.0 ms), in step 1100, the main control board M executes a random number acquisition process for determining the auxiliary game contents, which will be described later. Next, in step 1200, the main control board M executes an electric role object drive determination process, which will be described later. Next, in step 1300, the main control board M executes a random number acquisition process for determining the main game contents, which will be described later. Next, in step 1400, the main control board M executes a main game symbol display process, which will be described later. Next, in step 1500, the main control board M executes a special game operation condition determination process, which will be described later. Next, in step 1600, the main control board M executes a special game control process, which will be described later. Next, in step 1997, the main control board M (particularly the prize ball payout determination means MH) executes a prize ball payout control process (a process for having the prize ball payout control board KH execute drive control of the prize ball payout device KE, etc., and for managing the results, etc.) based on the winning slot into which the game ball entered. Next, in step 1998, the main control board M executes an external signal output process (information output to an external terminal board, hall computer HC, etc.). Next, in step 1999, the main control board M executes a control command transmission process (sends the commands set in each of the above-mentioned processes to the sub-main control unit side), and returns to the process that was being executed immediately before the execution of this interrupt process. In the control command transmission process, the order in which the sub-main control unit SM receives commands is important (for example, the process is executed normally by receiving a certain command followed by another command), so the commands are transmitted in the order in which the main control board M decided to transmit the commands (the order in which the commands were set).
[0094] Next, the NMI interrupt processing will be described. As mentioned above, the main control board M is configured so that the power-off signal from the reset IC is input to the NMI terminal of the CPU, and when the power to the gaming machine is turned off, the processing in FIG. 10(c) is executed. That is, when the power to the gaming machine is turned off (in this example, when an NMI interrupt occurs), in step 1020, the main control board M sets power-off information (e.g., a checksum) based on the information in the RAM area. Next, in step 1022, the main control board M prohibits writing to the RAM area and also prohibits timer interrupt processing, and transitions to power-off waiting loop processing.
[0095] Next, Fig. 6 is a flow chart of the auxiliary game content determination random number acquisition process related to the subroutine of step 1100 in Fig. 5. First, in step 1102, the auxiliary game start port ball entry judgment means MJ11-H judges whether or not a game ball has entered (flowed in, or passed through in the case of a gate) the auxiliary game start port H10. If the answer is Yes in step 1102, in step 1104, the auxiliary game random number acquisition judgment execution means MJ21-H refers to the auxiliary game symbol reserved information temporary storage means MJ32b-H and judges whether or not the reserved balls are not at the upper limit (for example, 4). If the answer is Yes in step 1104, in step 1106, the auxiliary game random number acquisition judgment execution means MJ21-H acquires the auxiliary game content determination random number (for example, the auxiliary game symbol winning random number). Next, in step 1108, the auxiliary game symbol reserving means MJ32-H adds 1 to the reserved ball by setting the random number together with the information on which number the reserved ball is in the auxiliary game symbol reserved information temporary storage means MJ32b-H, and proceeds to the next process (processing of step 1200). Note that if the answer is No in step 1102 or step 1104, the process also proceeds to the next process (processing of step 1200).
[0096] Next, FIG. 7 is a flow chart of the electric role drive determination process related to the subroutine of step 1200 in FIG. 5. First, in step 1202, the second main game start opening electric role open / close control means MP20-B refers to the flag area of the auxiliary game state temporary storage means MB10-H and determines whether the electric role open flag is off or not. If the answer is Yes in step 1202, in step 1204, the auxiliary game symbol control means MP11-H refers to the auxiliary game state temporary storage means MB10-H and determines whether the auxiliary game symbol changing flag is off or not. If the answer is Yes in step 1204, in step 1206, the auxiliary game symbol reservation means MJ32-H accesses the auxiliary game symbol reservation information temporary storage means MJ32b-H and determines whether there is a reserved ball related to the auxiliary game symbol. If the answer is Yes in step 1206, in step 1216, the auxiliary game pattern determination means MN41-H refers to the auxiliary game state temporary storage means MB10-H to obtain the game state of the auxiliary game side (flag state of the auxiliary game time-saving flag), and refers to the auxiliary game pattern determination lottery table MN41ta-H to determine a stopping pattern based on the obtained game state of the auxiliary game side and the auxiliary game pattern random number based on the reserved ball (for example, when the auxiliary game time-saving flag is on, a winning pattern is selected with a higher probability than when it is off), and temporarily stores the determined stopping pattern in the auxiliary game pattern information temporary storage means MB11b-H. Next, in step 1218, the auxiliary game symbol control means MP11-H sets a predetermined time related to the auxiliary game symbol change time (for example, 5 seconds when the auxiliary game time-saving flag is on, and 30 seconds when the auxiliary game time-saving flag is off) in the auxiliary game symbol change management timer MP11t-C based on the game state of the auxiliary game side (flag state of the auxiliary game time-saving flag). Then, in step 1220, the auxiliary game symbol control means MP11-H turns on the auxiliary game symbol change flag in the flag area of the auxiliary game state temporary storage means MB10-H.Next, in step 1222, the auxiliary game pattern holding means MJ32-H subtracts 1 from the number of reserved balls related to the auxiliary game pattern and updates the reserved information recorded in the auxiliary game pattern holding information temporary storage means MJ32b-H, and the auxiliary game pattern control means MP11-H starts the auxiliary game pattern change management timer MP11t-H and then begins displaying the changes in the auxiliary game pattern on the auxiliary game pattern display section H21g.
[0097] Next, in step 1224, the auxiliary game symbol control means MP11-H refers to the auxiliary game symbol change management timer MP11t-C to determine whether or not a predetermined time related to the change time of the auxiliary game symbol has been reached. If the answer is Yes in step 1224, in step 1226, the auxiliary game symbol control means MP11-H refers to the auxiliary game symbol information temporary storage means MB11b-H to acquire the stopped symbol of the auxiliary game symbol, and displays the acquired stopped symbol of the auxiliary game symbol on the auxiliary game symbol display section H21g. Then, in step 1228, the auxiliary game symbol control means MP11-H turns off the auxiliary game symbol change flag in the flag area of the auxiliary game state temporary storage means MB10-H. Next, in step 1230, the second main game start opening electric role opening / closing condition determination means MP21-B determines whether or not the stopped symbol of the auxiliary game symbol is a "win". If the answer is Yes in step 1230, in step 1232, the second main game start opening electric device opening / closing control means MP20-B sets a predetermined time related to the opening time of the electric device in the second main game start opening electric device opening timer MP22t-B based on the game state of the auxiliary game side (flag state of the auxiliary game time reduction flag). Next, in step 1234, the second main game start opening electric device opening / closing control means MP20-B turns on the electric device opening flag in the flag area of the auxiliary game state temporary storage means MB10-H. Then, in step 1236, the second main game start opening electric device opening / closing control means MP20-B opens the second main game start opening electric device B11d. Next, in step 1238, the second main game start opening electric device opening / closing control means MP20-B refers to the second main game start opening electric device opening timer MP22t-B to judge whether or not the predetermined time related to the opening time of the electric device has been reached. If the answer is Yes in step 1238, in steps 1240 and 1242, the second main game start opening electric device opening / closing control means MP20-B closes the second main game start opening electric device B11d, turns off the electric device opening flag in the flag area of the auxiliary game state temporary storage means MB10-H, and proceeds to the next process (processing of step 1300).
[0098] If the answer is No in step 1202, the process proceeds to step 1238; if the answer is No in step 1204, the process proceeds to step 1224; if the answer is No in step 1206, step 1224, step 1230, or step 1238, the process proceeds to the next process (processing of step 1300).
[0099] In addition, in this flowchart, for convenience, the process proceeds to the next step immediately after the display of the stopped symbols in step 1226, but this is not limited to this. In that case, the process may be configured to proceed to the next step after a stop display fixing time of about 500 ms has elapsed (for example, this process can be achieved by performing branching processing using a stop display fixing flag and a timer).
[0100] Next, FIG. 8 is a flow chart of the main game content determination random number acquisition process related to the subroutine of step 1300 in FIG. 5. First, in step 1302, the first main game start port ball entry determination means MJ11-A determines whether or not the first main game start port ball entry information has been received from the first main game start port ball entry detection device A11s of the first main game start port A10. If the answer is Yes in step 1302, in step 1304, the first main game random number acquisition determination execution means MJ21-A refers to the first main game symbol reserved information temporary storage means MJ32b-A and determines whether or not the reserved balls related to the main game (particularly the first main game side) are not at the upper limit (for example, 4). If the answer is Yes in step 1304, in step 1306, the first main game random number acquisition determination execution means MJ21-A acquires the first main game content determination random number. In the first embodiment, three random numbers are obtained as the first main game content determination random numbers: a win / lose lottery random number for determining a win / lose, a pattern lottery random number for determining a pattern at the time of a win, and a variation pattern lottery random number for determining a variation pattern (variation time) of the main game pattern (special pattern). Incidentally, these three random numbers are generated by random number generating means having different update periods and random number ranges, and are acquired in series at this timing. Next, in step 1308, the first main game pattern retaining means MJ32-A temporarily stores (reserves) the acquired first main game content determination random number in the first main game pattern reserved information temporary storage means MJ32b-A. Next, in step 1310, the hold control means MJ30 sets information indicating that the first main game random number has been acquired (first main game hold generation command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process in step 1999), and proceeds to step 1312. Note that, even if the answer is No in step 1302 or step 1304, the process proceeds to step 1312.
[0101] Next, in step 1312, the second main game start port ball entry determination means MJ11-B determines whether or not second main game start port ball entry information has been received from the second main game start port ball entry detection device B11s of the second main game start port B10. If the answer is Yes in step 1312, in step 1314, the second main game random number acquisition determination execution means MJ21-B refers to the second main game symbol reserved information temporary storage means MJ32b-B and determines whether or not the reserved balls related to the main game (particularly the second main game side) are at the upper limit (for example, 4). If the answer is Yes in step 1314, in step 1316, the second main game random number acquisition determination execution means MJ21-B acquires a second main game content determination random number. In the first embodiment, three random numbers, a win / lose lottery random number, a pattern lottery random number, and a variation mode lottery random number, are acquired as the second main game content determination random numbers, similarly to the first main game content determination means. Incidentally, the acquisition range of each random number of the first main game content determination random numbers and the acquisition range of each random number of the second main game content determination random numbers (for example, the acquisition range of the win / lose lottery random numbers for the first main game and the win / lose lottery random numbers for the second main game) are set to be the same. Next, in step 1318, the second main game pattern reservation means MJ32-B temporarily stores (reserves) the acquired second main game content determination random numbers in the second main game pattern reservation information temporary storage means MJ32b-B. Next, in step 1320, the hold control means MJ30 sets information indicating that the second main game random number has been acquired (second main game hold generation command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process in step 1999), and proceeds to the next process (processing in step 1400). Note that if the answer is No in step 1312 or step 1314, the next process (processing in step 1400) also proceeds.
[0102] In the first embodiment, the information sent to the sub-main control unit SM in steps 1310 and 1320 is information indicating that a random number has been obtained, but information on the random number value or the reserved number of main gaming symbols may also be sent additionally, and these information may be used as a substitute for information indicating that a random number has been obtained.
[0103] Next, Fig. 9 is a flow chart of the main game symbol display process related to the subroutine of step 1400 in Fig. 5. First, in step 1401, the reserved consumption control means MJ31 refers to the second main game symbol reserved information temporary storage means MJ32b-B and checks whether or not there is a reserved second main game symbol. If the answer is Yes in step 1401, in step 1400(1), the game content determination means MN executes a first main game symbol display process described later and proceeds to the next process (the process of step 1500). On the other hand, if the answer is No in step 1401, in step 1400(2), the game content determination means MN executes a second main game symbol display process described later and proceeds to the next process (the process of step 1500).
[0104] In this way, in the first embodiment, when there is a reserved ball of the second main game symbol, regardless of the presence of a reserved ball of the first main game symbol (even if the first main game symbol is reserved first in the winning order), the system is configured to prioritize the consumption of the reserved ball of the second main game symbol, but is not limited to this (it may be configured to consume the reserved balls based on the winning order, or to execute a parallel lottery in which both main game symbols are drawn simultaneously in parallel).
[0105] Next, FIG. 10 is a flow chart of the first main game symbol display process (second main game symbol display process) related to the subroutine of step 1400(1) {step 1400(2)} in FIG. 9. In addition, since this process is substantially the same for the first main game symbol side and the second main game symbol side, the first main game symbol side will be mainly explained, and the second main game symbol side processing will be written in parentheses. First, in step 1403, the reserved consumption control means MJ31 judges whether or not the change start condition is satisfied. Here, the change start condition is that the special game is not being played (or the condition device is being operated), the main game symbol is not being changed, and there is a reserved main game symbol. In addition, although not shown in this example, when a change fixed time (the time during which the fixed display symbol is stopped after the fixed display of the main game symbol) is provided, it may be configured so that the change start condition of the next change is not satisfied during the change fixed time.
[0106] If the answer is Yes in step 1403, in steps 1405 and 1406, the reserved data consumption control means MJ31 reads out the first main game content determination random number (second main game content determination random number) related to the current pattern change which is temporarily stored in the first main game pattern reserved information temporary storage means MJ32b-A (second main game pattern reserved information temporary storage means MJ32b-B) and deletes it from the first main game pattern reserved information temporary storage means MJ32b-A (second main game pattern reserved information temporary storage means MJ32b-B), and shifts the remaining information which has been temporarily stored (reserved data consumption process). Next, in step 1410-1, the win / lose lottery means MN10 refers to the first main game win / lose lottery table MN11ta-A (second main game win / lose lottery table MN11ta-B) corresponding to each game state, and executes a main game symbol win / lose lottery based on the first main game content determination random number (second main game content determination random number) (in particular, the winning lottery random number).
[0107] Here, FIG. 11 (main game table 1) is an example of the first main game winning / losing lottery table MN11ta-A (second main game winning / losing lottery table MN11ta-B). As shown in this example, in the first embodiment, the probability of winning a jackpot in a probability-varying game state is configured to be higher than the probability of winning a jackpot in a non-probability-varying game state. Note that the winning probability is merely an example, and is not limited thereto. Also, in the first embodiment, a winning that does not cause a game state to be shifted (a so-called small winning) is not illustrated, but a small winning may occur (a small winning may be won). In addition, in such a configuration, for example, (1) the probability of winning a small win differs between the first main game side and the second main game side, and it is easier to win on the first main game side than on the second main game side (the second main game side does not need to provide a small win), (2) when a small win is won, the game state after the end of the small win remains the same as the game state before the start of the small win (when a big win is won, the game state after the end of the big win may differ from the game state before the start of the big win), (3) the probability of winning a big win is the same between the first main game side and the second main game side, and the probability of winning increases when the game enters a probability-changing game state, whereas the probability of winning a small win may differ between the first main game side and the second main game side, and the probability of winning does not change when the game enters a probability-changing game state, (4) the stopping diagram of the decorative pattern of the pattern change that won a small win As for the pattern, a "special pattern" exclusive to a small win (for example, the ★ in "2★2" or "3★9" corresponds to a "special pattern") may stop, (5) as for the decorative pattern of the pattern change that wins a small win, a specific result that is not a set of three of the same pattern and is a combination of numbers with a certain regularity (for example, a sequence such as "234", a reverse sequence such as "432", an odd sequence such as "357", etc.) may stop, (6) a jackpot that, from the player's perspective, has the same (or similar) opening pattern {visibility) of the large prize opening as a small win (2R or more, the number of rounds is different, but the opening pattern appears to be the same from the player's perspective (a small win is only one round, and the large prize opening opens multiple times in that one round, and a jackpot opens the same number of times as the multiple times in the multiple rounds)} is provided (if configured in this way,(It is preferable to display a combination of decorative symbols that is difficult for the player to distinguish between a small win and a big win), (8) the second decorative symbol does not stop a "special symbol" that is only for a small win (or may not stop), (9) even in a configuration in which a combination of decorative symbols that is difficult for the player to distinguish between a small win and a big win is displayed, the proportion of small wins and big wins differs depending on the type of combination of decorative symbols that is difficult for the player to distinguish (for example, when the stopped symbols include decorative symbols that, when three of them are lined up, make it almost certain (or certain) that the game will transition to a probability-varying game state after the big win ends, the probability of a big win is higher than when they do not).
[0108] Next, in step 1410-2, the first main game symbol determination means MN41-A (second main game symbol determination means MN41-B) refers to the lottery table MN41ta-A for determining the first main game symbol (lottery table MN41ta-B for determining the second main game symbol), determines the stopping symbols for the main game symbols based on the result of the lottery for determining the main game symbol and the first main game content determination random number (second main game content determination random number) (in particular, the pattern lottery random number), and temporarily stores these in the first / second main game symbol information temporary storage means MB11b-C.
[0109] Here, Fig. 11 (main game table 2) is an example of the first main game symbol determination lottery table MN41ta-A (second main game symbol determination lottery table MN41ta-B). As shown in this example, in the first embodiment, when a jackpot is won, one main game symbol is determined as the jackpot symbol from among a plurality of main game symbol candidates (in this example, "4A, 5A, 7A" and "4B, 5B, 7B"). The number of rounds of the special game determined by referring to the main game symbols is 4R for 4A and 5A, 8R for 4B and 5B, and 16R for 7A and 7B. Furthermore, the random number values and the types of stopped symbols are merely examples and are not limited to these {for example, the losing symbol is not limited to one type of symbol, but multiple types of symbols may be provided, and when a specific symbol is stopped and displayed, the reel may transition to a state (limited frequency state) in which the type of variation mode and / or selection rate of the main game symbol is different from before the specific symbol is stopped and displayed}.
[0110] Next, in step 1410-3, the first main game change mode determination means MN51-A (second main game change mode determination means MN51-B) refers to the first main game change mode determination lottery table MN51ta-A (second main game change mode determination lottery table MN51ta-B) corresponding to each game state, determines the change mode of the main game symbol based on the main game symbol hit / miss lottery result and the first main game content determination random number (second main game content determination random number) (in particular, the change mode lottery random number), temporarily stores these in the first / second main game symbol information temporary storage means MB11b-C, and proceeds to step 1414.
[0111] Here, Fig. 12 and Fig. 13 (main game table 3) are an example of the first main game variation mode determination lottery table MN51ta-A (second main game variation mode determination lottery table MN51ta-B). As shown in this example, in the first embodiment, both the first main game side and the second main game side are configured to determine the variation mode (variation time) of the main game symbol based on the result of the lottery for the main game symbol winning or losing, the state of the main game time-saving flag, and the number of reserved balls at the start of the variation. That is, when the lottery result for the main game symbol winning or losing is a winning ball, a variation mode in which the variation time is relatively long is likely to be determined, when the main game time-saving flag is on (time-saving game state), a variation mode in which the variation time is relatively short is likely to be determined, and when the number of reserved balls is 2 to 3, a variation mode in which the variation time is relatively short is likely to be determined compared to when the number of reserved balls is 0 to 1 (only when it is a losing ball). This example is merely an example, and is not limited to the type of stop symbols or the selection rate. Also, the pattern change time of the first main game side in the time-saving game state (when the main game time-saving flag is on) may be relatively long {When the pattern change on the second main game side is configured to be advantageous for the player, the pattern change efficiency on the first main game side is reduced to create a situation in which the second main game side is more likely to be reserved (advantageous to the player), so this is particularly effective when the start hole on the first main game side and the start hole on the second main game side cannot be distinguished from each other}. Note that an example of the effect executed when each change mode is selected is shown in "Performance mode executed on the sub side".Furthermore, as a presentation mode executed on the sub side, a "pseudo consecutive failure presentation" may be provided, which is a presentation that prompts the player as to whether or not a pseudo continuous variation (a presentation that makes it appear as if multiple pattern variations are occurring during one display of a variation of the main game pattern) will be executed, and then notifies the player that the pseudo continuous variation will not be executed.If configured in this way, for example, when there is a loss and in the same game state, the random number distribution (execution frequency) of "pseudo consecutive failure presentation → stop of losing number" may be configured to be higher when the number of reserved numbers is 0 to 1 than when the number of reserved numbers is 2 to 3 (this may be configured in both the non-time-shortened game state and the time-shortened game state).Furthermore, when the "pseudo consecutive success presentation" is executed, the player may be prompted as to whether or not a pseudo continuous variation will be executed, and then notified that the pseudo continuous variation will be executed. In addition, the "pseudo consecutive failure performance" and the "pseudo consecutive success performance" are performances using the "special symbol" or a specific result described later. For example, when the "pseudo consecutive failure performance" is executed, the player is prompted to decide whether the "special symbol" will temporarily stop in the middle row, and then the decorative symbol one frame after the "special symbol" stops (temporarily stops) in the middle row, and when the "pseudo consecutive success performance" is executed, the "special symbol" stops (temporarily stops) in the middle row after the player is prompted to decide whether the "special symbol" will temporarily stop in the middle row. In addition, in order to generate the second main game reservation during the variation of the first main game symbol in the time-saving game state, which is an irregular pattern variation, the content of the variation mode determination table related to the first main game symbol related to the loss of the time-saving game state may be configured so that a short-term variation mode is not selected regardless of the number of reservations (for example, all variation times are 5 seconds or more). Furthermore, the number of reserved balls shown in the same figure is not the total number of the first main game reserved balls and the second main game reserved balls, but in the case of the lottery table MN51ta-A for determining the first main game fluctuation mode, it is the number of first main game reserved balls, and in the case of the lottery table MN51ta-B for determining the second main game fluctuation mode, it is the number of second main game reserved balls.
[0112] Next, in step 1414, the game content determination means MN sets the symbol variation display start command (information on the determined main game symbols such as stopped symbol information, attribute information on the stopped symbols, variation mode information, and commands related to the current game state, etc.) temporarily stored in the first / second main game symbol information temporary storage means MB11b-C in a command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process in step 1999). Next, in step 1416, the first / second main game symbol control means MP11-C sets a predetermined time related to the variation time of the main game symbols in the first / second main game symbol variation management timer MP11t-C. Next, in step 1417, the first / second main game symbol control means MP11-C starts displaying the variation of the main game symbols on the first main game symbol display section A21g (second main game symbol display section B21g) of the first main game symbol display device A20 (second main game symbol display device B20) according to the variation mode stored in the first / second main game symbol information temporary storage means MB11b-C. Next, in step 1418, the first / second main game symbol control means MP11-C turns on the variation flag in the flag area of the first / second main game state temporary storage means MB10-C, and proceeds to step 1420.
[0113] On the other hand, if the answer is No in step 1403, the first / second main game symbol control means MP11-C refers to the flag area of the first / second main game state temporary storage means MB10-C in step 1419 to determine whether the varying flag is on or not. If the answer is Yes in step 1419, the process proceeds to step 1420, and if the answer is No in step 1419, the process proceeds to the next process (the process of step 1500).
[0114] Next, in step 1420, the first / second main game symbol control means MP11-C judges whether or not a predetermined time related to the change time of the main game symbol has been reached. If the answer is Yes in step 1420, in step 1422, the first / second main game symbol control means MP11-C sets information indicating that the symbol change is ending (a symbol determination display instruction command) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process in step 1999). Next, in step 1423, the first / second main game symbol control means MP11-C stops the variable display of the main game symbol on the first main game symbol display section A21g (second main game symbol display section B21g) of the first main game symbol display device A20 (second main game symbol display device B20), and controls the display of the stopped symbol stored in the first / second main game symbol information temporary storage means MB11b-C as the confirmed stopped symbol. Next, in step 1428, the first / second main game symbol control means MP11-C turns off the variable flag in the flag area of the first / second main game state temporary storage means MB10-C.
[0115] Next, in step 1430, the game content determination means MN refers to the first / second main game symbol information temporary storage means MB11b-C and judges whether the stopped main game symbol is a jackpot symbol or not. If the answer is Yes in step 1430, in step 1432, the game content determination means MN turns on the condition device operation flag in the flag area of the special game related information temporary storage means MB20b. On the other hand, if the answer is No in step 1430, step 1432 is skipped.
[0116] Next, in step 1450, the specific game control means MP50 executes a specific game end determination process described later, and proceeds to the next process (processing of step 1500). Note that, even if the result is No in step 1420, the process proceeds to the next process (processing of step 1500).
[0117] Next, FIG. 14 is a flowchart of a specific game end determination process related to a subroutine of step 1450 in FIG. 10. First, in step 1452, the specific game control means MP50 refers to the flag area of the specific game related information temporary storage means MB30b and determines whether the main game probability variable flag is off. If the answer is Yes in step 1452, in step 1470, the specific game control means MP50 refers to the value of the time-shortening counter MP52c and determines whether the counter value is greater than 0. If the answer is Yes in step 1470, in step 1472, the specific game control means MP50 subtracts (decrements) the counter value of the time-shortening counter MP52c by 1. Next, in step 1474, the specific game control means MP50 refers to the value of the time-shortening counter MP52c and determines whether the counter value (remaining time-shortening count) is 0. In the case of Yes in step 1474, in steps 1476 and 1478, the specific game control means MP50 turns off the main game time reduction flag and the auxiliary game time reduction flag in the flag area of the specific game related information temporary storage means MB30b, and proceeds to the next process (processing of step 1500). Note that, even in the case of No in step 1452, step 1470, or step 1474, the process proceeds to the next process (processing of step 1500).
[0118] Next, FIG. 15 is a flowchart of the special game operation condition determination process related to the subroutine of step 1500 in FIG. 5. First, in step 1502, the condition determination means MP31 refers to the flag area of the special game related information temporary storage means MB20b and determines whether the condition device operation flag is on or not. If the answer is Yes in step 1502, in step 1514, the special game control means MP30 turns off the specific game flags (main game certainty change flag, main game time reduction flag, auxiliary game time reduction flag) in the flag area of the specific game related information temporary storage means MB30b. Next, in step 1518, the specific game control means MP50 clears the value of the time reduction counter MP52c. Next, in step 1520, the special game control means MP30 turns on the special game transition permission flag in the flag area of the special game related information temporary storage means MB20b. Next, in step 1522, the special game control means MP30 turns off the condition device operation flag in the flag area of the special game related information temporary storage means MB20b, and proceeds to the next process (processing of step 1600). Note that, even if the result of step 1502 is No, the process proceeds to the next process (processing of step 1600).
[0119] Next, FIG. 16 is a flowchart of the special game control process related to the subroutine of step 1600 in FIG. 5. First, in step 1602, the special game execution means MP33 refers to the flag area of the special game related information temporary storage means MB20b and judges whether the special game shift permission flag is on or not. If the answer is Yes in step 1602, in steps 1604 and 1606, the special game execution means MP33 turns off the special game shift permission flag in the flag area of the special game related information temporary storage means MB20b and turns on the special game execution flag. Next, in step 1607, the special game execution means MP33 sets an initial value (1 in this example) to a round number counter (not shown) in the special game related information temporary storage means MB20b. Next, in step 1608, the special game execution means MP33 sets information indicating that a special game is to be started (special game start display instruction command) in the command transmission buffer MT10 for transmission to the sub-main control unit side (transmitted to the sub-main control unit SM side in the control command transmission process of step 1999), and proceeds to step 1612.
[0120] On the other hand, if the answer is No in step 1602, the special game execution means MP33 refers to the special game related information temporary storage means MB20b in step 1610 and judges whether the special game execution flag is on or not. If the answer is Yes in step 1610, the process proceeds to step 1612. If the answer is No in step 1610, the special game execution means MP33 judges that permission for a special game has not been granted and proceeds to the next process (the process of step 1997).
[0121] Next, in step 1612, the special game execution means MP33 refers to the flag area of the special game related information temporary storage means MB20b and judges whether the round continuation flag is off, in other words, whether it is immediately before the start of each round. If the answer is Yes in step 1612, that is, if it is immediately before the start of each round, first, in step 1614, the special game execution means MP33 sets an opening pattern in the special game related information temporary storage means MB20b. Next, in step 1616, the special game execution means MP33 clears the counter value of the winning ball counter MP33c to zero. Next, in step 1618, the special game execution means MP33 turns on the round continuation flag in the flag area of the special game related information temporary storage means MB20b. Next, in step 1620, the special game execution means MP33 drives the first large prize opening electric device C11d (or the second large prize opening electric device C21d) of the first large prize opening C10 to open the first large prize opening C10 (or the second large prize opening C20), sets a predetermined time (e.g., 30 seconds) in the special game timer MP34t (particularly the opening time timer), starts it, and proceeds to step 1622. On the other hand, if the answer is No in step 1612, that is, if the large prize opening is being opened, proceeds to step 1622 without carrying out the processing of steps 1614 to 1620.
[0122] Next, in step 1622, the special game execution means MP33 sets the game status command (for example, the current round number and the number of winning game balls, etc.) related to the current special game in the command transmission buffer MT10 for transmission to the sub-main control unit SM side (transmitted to the sub-main control unit SM side in the control command transmission process of step 1999). Next, in step 1624, the special game execution means MP33 refers to the counter value of the winning ball counter MP33c and judges whether or not a predetermined number (for example, 10 balls) of winning balls have been entered in the first large winning port C10 (or the second large winning port C20) in the relevant round. If the answer is Yes in step 1624, the process proceeds to step 1628. On the other hand, if the answer is No in step 1624, in step 1626, the special game execution means MP33 refers to the special game timer MP34t (particularly the opening time timer) and judges whether or not a predetermined time (for example, 30 seconds) related to the opening of the large winning port has elapsed. If the answer is Yes in step 1626, the process also proceeds to step 1628. If the answer is No in step 1626, the process proceeds to the next process (the process of step 1997).
[0123] Next, in step 1628, the special game execution means MP33 stops driving the first large prize opening electric device C11d of the first large prize opening C10 (or the second large prize opening electric device C21d of the second large prize opening C20) to close the first large prize opening C10 (or the second large prize opening C20). Next, in step 1630, the special game execution means MP33 resets the special game timer MP34t (particularly the opening time timer). Next, in step 1632, the special game execution means MP33 turns off the round continuation flag in the flag area of the special game related information temporary storage means MB20b. Next, in step 1633, the special game execution means MP33 adds 1 to the counter value of the round number counter (not shown) in the special game related information temporary storage means MB20b. Next, in step 1634, the special game execution means MP33 refers to the special game related information temporary storage means MB20b and judges whether the final round has ended (for example, whether the counter value of the round number counter (not shown) in the special game related information temporary storage means MB20b has exceeded the maximum number of rounds). If the answer is Yes in step 1634, in step 1636, the special game execution means MP33 turns off the special game execution flag in the flag area of the special game related information temporary storage means MB20b. Next, in step 1638, the special game execution means MP33 sets information indicating that the special game is to be ended (special game end display instruction command) in the command transmission buffer MT10 for transmitting to the sub-main control unit SM side (transmitted to the sub-main control unit SM side in the control command transmission process in step 1999). Then, in step 1650, the special game control means MP50 executes a game state determination process after the special game ends, which will be described later, and proceeds to the next process (processing in step 1997). Incidentally, even if the answer is No in step 1634, the process proceeds to the next step (the process of step 1997).
[0124] Next, Fig. 17 is a flow chart of the game state determination process after the special game ends, which is related to the subroutine of step 1650 in Fig. 16. First, in step 1652, the specific game control means MP50 refers to the first and second main game symbol information temporary storage means MB11b-C and judges whether the stopped symbol is a probability variable jackpot symbol (a jackpot symbol that transitions to a probability variable game state after the execution of the special game ends, in this example, 5A, 5B, 7A, 7B). If the answer is Yes in step 1652, in step 1654, the specific game control means MP50 turns on the main game probability variable flag in the flag area of the specific game related information temporary storage means MB30b, and proceeds to step 1658. On the other hand, if the answer is No in step 1652, that is, if the stopped symbol is a non-probability variable jackpot symbol (a jackpot symbol that does not transition to a probability variable game state after the special game is played, in this example, 4A-4B), in step 1656, the specific game control means MP50 sets the counter value of the time-saving count counter MP52c to a predetermined number of times (100 times in this example) and proceeds to step 1658.
[0125] Next, in steps 1658 and 1660, the specific game control means MP50 turns on the main game time reduction flag and the auxiliary game time reduction flag in the flag area of the specific game related information temporary storage means MB30b, and proceeds to the next process (the process of step 1997).
[0126] Next, the control process executed on the sub-main control unit SM side will be described with reference to Figs. 18 to 26. First, Fig. 18 is a main flow chart of the sub-control board S side (particularly, the sub-main control unit SM side) in the pachinko game machine according to the first embodiment. Here, the process in Fig. 18 (a) is the process on the sub-main control unit SM side executed after resetting when the game machine is powered on. That is, when the game machine is powered on, in step 2002, the sub-main control unit SM executes initial processing based on information received from the main side (main control board M side) (for example, when RAM clear information is received → initialize the RAM on the sub side, when various information commands are received → reset the performance-related information at the time of power failure to the RAM on the sub side). Next, in step 2003, the sub-main control unit SM restores the number of reserved items (for example, the value of the reserved decoration counter) based on information received from the main side (main control board M side). Note that the performance etc. being executed is not restored, and the "preparing" screen is displayed until the start of the next change. Then, the process moves to a loop process in which (b), which is a repetitive process routine of the sub-main control unit SM, is repeatedly executed. Here, when (b) is executed, as shown in the process of FIG. 2(b), first, in step 2100, the sub-game control means (sub-main control unit) SM executes a reserved information management process, which will be described later. Next, in step 2200, the sub-game control means (sub-main control unit) SM executes a decorative symbol display content determination process, which will be described later. Next, in step 2300, the sub-game control means (sub-main control unit) SM executes a first decorative symbol display control process, which will be described later. Next, in step 2350, the sub-game control means (sub-main control unit) SM executes a second decorative symbol display control process, which will be described later. Next, in step 2400, the sub-game control means (sub-main control unit) SM executes a special game-related display control process, which will be described later. Next, in step 2500, the sub-game control means (sub-main control unit) SM executes a background performance control process, which will be described later. Next, in step 2999, the sub-game control means (sub-main control unit) SM executes a display command transmission control process (transmits the commands set in this series of subroutines to the sub-sub control unit SS), and ends this repeat processing routine.
[0127] As described above, the sub-main control unit SM adopts a form in which the sub-main side routine (S2100 to S2999) is loop-processed after reset. The process in FIG. 1(c) is an interrupt process of the sub-main control unit SM, and is a process flow (c) in the case where a signal from the STB signal line in the main control board M described above is connected to one terminal (in this example, the NMI terminal) of the CPU of the sub-main control unit SM. That is, when an NMI interrupt occurs in the CPU of the sub-main control unit SM (when the STB signal line is turned on), in step 2004, the sub-main control unit SM checks the command input port (the input port of the data signal line described above) from the main control board M side. Then, in step 2006, the sub-main control unit SM temporarily stores the command transmitted from the main control board M side in the RAM on the sub-main control unit SM side (for example, the main side information temporary storage means SM11b) based on the confirmation result, and returns to the process that was being executed immediately before this interrupt process.
[0128] Next, Fig. 19 is a flowchart of reserved information management processing related to the subroutine of step 2100 in Fig. 18. First, in step 2102, the reserved information display control means SM22 refers to the main side information temporary storage means SM11b and judges whether a command related to new reserved occurrence (reserved information related to the first main game symbol or the second main game symbol) has been received from the main control board M side. If the answer is Yes in step 2102, in step 2104, the reserved information display control means SM22 adds "1" to the reserved information counter in the reserved information temporary storage means SM22b (in this example, the first main game symbol is a maximum of 4, and the second main game symbol is a maximum of 4). Next, in step 2106, the decoration pattern pending information display control means SM22 temporarily stores the pending information (in particular, the random number value related to the main game pattern lottery and the pending read-ahead group information) in the decoration pattern pending information temporary storage means SM22b based on the pending occurrence command transmitted from the main control board M, and proceeds to step 2118.
[0129] On the other hand, if the answer is No in step 2102, in step 2111, the decoration reserved information display control means SM22 refers to the main side information temporary storage means SM11b and judges whether or not a pattern variation display start instruction command has been received from the main control board M side. If the answer is Yes in step 2111, in step 2112, the decoration reserved information display control means SM22 subtracts "1" from the decoration reserved counter in the decoration reserved information temporary storage means SM22b. Next, in step 2114, the decoration reserved information display control means SM22 deletes the reserved information related to the pattern variation (particularly, the random number value related to the main game pattern lottery) from the decoration reserved information temporary storage means SM22b and shifts the remaining reserved information. Next, in step 2116, the decoration reserved information display control means SM22 turns on the pattern content determination permission flag in the flag area of the decoration display related information temporary storage means SM21b, and proceeds to step 2118. Incidentally, even if the answer is No in step 2111, the process proceeds to step 2118.
[0130] Next, in step 2118, the design drawing pending information display control means SM22 utilizes the performance display means SS to light and display on the performance display device SG (in particular, the first pending display area SG12 and the second pending display area SG13) the same number of pending images as the design drawing pending counter value in the design drawing pending information temporary storage means SM22b, and proceeds to the next processing (processing of step 2200).
[0131] Next, Fig. 20 is a flowchart of the decorative pattern display content determination process related to the subroutine of step 2200 in Fig. 18. First, in step 2202, the decoration drawing display content determination means SM21n refers to the flag area of the decoration drawing display related information temporary storage means SM21b and judges whether the pattern content determination permission flag is on or not. If the answer is Yes in step 2202, in step 2204, the decoration drawing display content determination means SM21n turns off the pattern content determination permission flag in the flag area of the decoration drawing display related information temporary storage means SM21b. Next, in step 2206, the decorative symbol display content determination means SM21n (and the notice performance display content determination means SM24n and the reach performance display content determination means SM25n) refers to the symbol information (stop symbols and change modes related to the main game symbols) temporarily stored in the main side information temporary storage means SM11b and the decorative symbol change content determination lottery table SM21ta, and determines whether or not the first decorative symbol (as described above, the display is controlled based on information from the main control board M, which is a so-called decorative symbol, and the display size and operation content thereof will be described in detail later) will be stopped. The symbols {for example, when the stopped symbols related to the main game symbols are jackpot symbols, numbers such as "7·7·7" are repeated (winning numbers), and when the stopped symbols are losing symbols, numbers such as "1·3·5" are randomly selected} and the variation mode {for example, when the variation mode related to the main game symbols is a short-time variation, it is a non-reach, and when it is a long-time variation, it is a normal reach or a super reach} are determined and temporarily stored in the decorative symbol display related information temporary storage means SM21b (and the notice performance related information temporary storage means SM24b and the reach performance related information temporary storage means SM25b). Here, in the first embodiment, the first decorative symbols are composed of three columns, the left column, the center column, and the right column, and there is one effective line (a line where three number symbols are lined up to notify the result of winning or losing), and if the same number symbols are lined up on the effective line, it means a jackpot (on the other hand, if the same number symbols are not lined up on the effective line, it means a loss).Also, in the left, middle and right columns (or only in the middle column), "special symbols" (which, when displayed on the active line, do not indicate a jackpot, but which predict that a jackpot may occur later; details of their display size and operation will be described later) can be stopped (temporarily stopped) in addition to the number symbols, and the number symbols can also be temporarily stopped in the middle of the pattern change. A temporary stop refers to the temporary stop of all the decorative symbols in all columns during the period from the start of the change display of the main game symbols to the stop display, and refers to a state in which the decorative symbols that have been temporarily stopped can start changing again during that period (hereinafter, the terms are used in the same sense). Although details will be described later, the "special pattern" in the pseudo continuous variation is configured so that it may stop temporarily (provisionally) but will not stop for certain and is not included in the stopping modes that notify of a jackpot, and the "special pattern" when the pre-reading performance is executed is configured so that it may stop temporarily (provisionally) but will not stop for certain and is not included in the stopping modes that notify of a jackpot.
[0132] Next, in step 2208, the decorative symbol display content determination means SM21n (and the notice performance display content determination means SM24n and the reach performance display content determination means SM25n) refers to the symbol information (stop symbols and change modes related to the main game symbols) temporarily stored in the main side information temporary storage means SM11b and the decorative symbol change content determination lottery table SM21ta, and determines the stopping symbol of the second decorative symbol (as described above, the so-called decorative symbol whose display is controlled based on information from the main control board M side, and the display size and operation content will be described in detail later). The pattern {for example, when the stopped pattern related to the main game pattern is a jackpot pattern, a number repeat (a winning number) such as "7·7·7" is selected, and when the stopped pattern is a losing pattern, a number random number such as "1·3·5" is selected} and the variation mode {for example, when the variation mode related to the main game pattern is a short-time variation, it is a non-reach, and when it is a long-time variation, it is a normal reach or a super reach} are determined and temporarily stored in the decorative pattern display related information temporary storage means SM21b (and the notice performance related information temporary storage means SM24b and the reach performance related information temporary storage means SM25b). Here, in the first embodiment, the second decorative pattern is composed of three columns, the left column, the center column, and the right column, and there is one effective line (a line where the same number pattern is lined up to be effective), and if the same number pattern is lined up on the effective line, it means a jackpot (on the other hand, if the same number pattern is not lined up on the effective line, it means a loss). Also, only number symbols can stop in the left, middle and right columns ("special symbols" like the first decorative symbol cannot stop), and are configured not to stop temporarily during the pattern change. In this way, the first decorative symbol and the second decorative symbol are configured to independently determine the display contents for notifying the win or loss of the main game symbol, that is, the first decorative symbol and the second decorative symbol both have the basic property of being able to independently notify the win or loss result of the main game symbol.
[0133] Next, in step 2216, the decoration picture display content determination means SM21n determines the decorative picture effect content by referring to the decorative picture effect table SM21ta-2 (for example, decorative picture effect table 1 to decorative picture effect table 2) in the decoration picture change content determination lottery table SM21ta based on the winning / losing result of the main game symbol and the change state of the decorative symbol (first decorative symbol and second decorative symbol) temporarily stored in the main side information temporary storage means SM11b, sets the display update timing and the display update content, and temporarily stores them in the decoration picture display related information temporary storage means SM21b. Next, in step 2218, the decoration picture display content determination means SM21n turns on the pattern content determination flag in the flag area of the decoration picture display related information temporary storage means SM21b, and proceeds to the next process (processing of step 2300). Note that even if the answer is No in step 2202, the process proceeds to the next process (processing of step 2300).
[0134] In the above explanation, there is no mention of whether the main game pattern displayed and controlled by the main control board M is that of the first main game side (first main game pattern) or that of the second main game side (second main game pattern), but basically, the display contents of both the first decorative pattern and the second decorative pattern may be determined in correspondence with the first main game pattern, or the display contents of both the first decorative pattern and the second decorative pattern may be determined in correspondence with the second main game pattern. In other words, regardless of whether the changing display of the first main game pattern or the changing display of the second main game pattern is performed, the changing display of both the first decorative pattern and the second decorative pattern may be made executable in conjunction with it. However, this is not the case in a time-shortened play state (a state involving a so-called electric support state), and for example, in a time-shortened play state, regardless of whether a changing display of the first main game pattern or a changing display of the second main game pattern is performed, it can be illustrated that only one of the first decorative pattern and the second decorative pattern can be made to be in a state in which a changing display can be executed in conjunction with that.
[0135] Here, Fig. 21 and Fig. 22 (decorative symbol presentation table 1, decorative symbol presentation table 2) are examples of decorative symbol presentation table SM21ta-2 (decorative symbol presentation table 1, particularly, a part of the case where the winning or losing result is a losing result, and decorative symbol presentation table 2, particularly, a part of the case where the winning or losing result is a winning or losing result). In the drawings, for simplicity, the first decorative symbol may be described as the first decorative symbol, and the second decorative symbol may be described as the second decorative symbol (same below). As shown in this example, in the first embodiment, the content of the decorative pattern performance (illustrated in the fourth column from the left, in this example, "Main performance A-1 (miss) pseudo consecutive 1" or "Main performance B-1 (jackpot) no pseudo consecutive", etc.) can be determined based on the result of the main game pattern (illustrated in the leftmost column, in this example, "miss" or "jackpot") and the change mode of the decorative pattern (first decorative pattern and second decorative pattern) (illustrated in the second column from the left, in this example, only the cases of "pseudo consecutive failure (total performance time 30 seconds)" and "Super reach (total performance time 60 seconds)" are illustrated) and the acquired random number value (a random number value acquired on the sub-main board SM side, a part of which is illustrated in the third column from the left). Then, when the content of the decorative pattern performance is determined, the "display update timing" and the "display update content" can be determined uniquely. For example, if the decorative pattern performance content is "A-1 (miss) pseudo consecutive 1", the "display update content" is determined as "decorative pattern change start (all columns of the first decorative pattern and the second decorative pattern)" at the "display update timing" = "change start time (0 seconds later)", and the "display update content" is determined as "first decorative pattern temporary stop display (left column), second decorative pattern non-display" at the "display update timing" = "12 seconds after change start". Then, as described later, the "display update content" that has reached the "display update timing" is executed sequentially for each of the first decorative pattern and the second decorative pattern according to the elapsed time related to the change time of the decorative pattern (first decorative pattern and second decorative pattern).In other words, when "A-1 (miss) pseudo consecutive 1" is determined, after all the rows of the first decorative pattern and all the rows of the second decorative pattern are displayed in a changing manner, until the "display update timing" = "12 seconds after the start of the change" is reached, the display of the first decorative pattern is controlled so that all the rows are hidden (even the changing display is not displayed), then the display of the second decorative pattern is controlled so that all the rows are displayed in a changing manner (even the changing display is visible), and when the "display update timing" = "12 seconds after the start of the change" is reached, the display of the first decorative pattern is controlled so that only the left row stops, while the display of the second decorative pattern is controlled so that all the rows are hidden (even the changing display is not displayed). In this way, the basic operation in the example of this example is that when the first decorative pattern is visible (easy to see) to the player, the second decorative pattern is invisible (difficult to see) to the player, while when the first decorative pattern is invisible (difficult to see) to the player, the second decorative pattern is visible (easy to see) to the player, that is, the second decorative pattern is displayed complementarily to ensure that the player is notified that the pattern is changing. It should be noted that the presentation pattern (series of display contents) defined by "A-1 (miss) pseudo consecutive 1" is different from the presentation pattern defined by the name of the other decorative pattern presentation contents (i.e., the display contents are different). In addition, the range of the random number values is "0 to 1023" for all variation modes, and this diagram excerpts a portion of the random number range for a given variation mode (thus, the random number range of the acquired random number values corresponding to a given variation mode and the random number range of the acquired random number values corresponding to a different variation mode from that given variation mode are each separate, but both are in the range of "0 to 1023").
[0136] Here, in the first embodiment, the so-called pseudo-continuous fluctuation is configured to be executable, and specifically, this is indicated by the decorative pattern presentation contents in this example, "A-1 (miss) pseudo-continuous 1," "A-2 (miss) pseudo-continuous 2," and "B-2 (jackpot) pseudo-continuous 2." For example, in the decorative pattern performance content "A-2 (Miss) Pseudo-consecutive 2", after the "display update content" = "decorative pattern change start (all rows of the first decorative pattern and the second decorative pattern)" is executed at the "display update timing" = "at the start of the change (0 seconds later)", the "display update content" = "first decorative pattern temporary stop display (left row)" (the left row of the first decorative pattern is displayed as stopped), "first decorative pattern temporary stop display (right row)" (the right row of the first decorative pattern is displayed as stopped), and "first decorative pattern special pattern temporary stop display" (the middle row of the first decorative pattern is displayed as stopped at the aforementioned "special pattern") are executed sequentially at the "display update timing" = "12 seconds after the change starts", "13 seconds after the change starts", and "14 seconds after the change starts". Then, after that, at the "display update timing" = "15 seconds after the start of the change", the "display update contents" = "first decorative symbol change start (all columns)" (all columns of only the first decorative symbol are changed and displayed again), and then at the "display update timing" = "26 seconds after the start of the change", "27 seconds after the start of the change", and "28 seconds after the start of the change", the "display update contents" = "first decorative symbol temporary stop display (left column)" (the left column of the first decorative symbol is displayed as stopped), "first decorative symbol temporary stop display (right column)" (the right column of the first decorative symbol is displayed as stopped), and "first decorative symbol special symbol temporary stop display" (the middle column of the first decorative symbol is displayed as stopped at the above-mentioned "special symbol") are sequentially executed, so that for the player, during one change display of the main game symbol, it appears as if the first decorative symbol is changing multiple times (see the image diagram in Figure 40 for how this pseudo continuous change is performed and how the "special symbol" is displayed as stopped).
[0137] In the first embodiment, the second decorative symbol is displayed in a variable manner when the first decorative symbol is not displayed (a state in which the stopped or variable display is not displayed) and when the middle row of the first decorative symbol is temporarily stopped at the above-mentioned "special symbol", and the second decorative symbol is displayed in a variable manner in other cases. That is, when the player can visually recognize the first decorative symbol or can distinguish which symbol is stopped as the first decorative symbol, the second decorative symbol is displayed in a variable manner (because the display of only the first decorative symbol does not hinder the progress of the game), and when the player cannot visually recognize the first decorative symbol or cannot distinguish which symbol is stopped as the first decorative symbol {for example, when the "special symbol" is stopped and the numbers in the middle row (or all rows) cannot be distinguished}, the second decorative symbol is displayed in a variable manner, so that the player can always visually recognize one of the decorative symbols (either the first decorative symbol or the second decorative symbol), and the progress of the game can be easily grasped. In the first embodiment, the second decorative symbol is configured so that the "special symbol" does not temporarily stop. This is because the first decorative symbol is intended to make it difficult to grasp the game progress while increasing the interest of the presentation, and the second decorative symbol is provided to ensure that the game progress is easily grasped. Therefore, the second decorative symbol is configured not to display a symbol that may make it difficult to grasp the game progress, such as a "special symbol" (i.e., a symbol that does not mean a jackpot when displayed on an active line, but predicts that a jackpot may occur later). In addition, in the case of the above-mentioned "non-display" (including both the first decorative symbol and the second decorative symbol), it may include a state in which the symbol is displayed changing at a high speed (a changing state in which an afterimage is visible), and in the case of the above-mentioned "display" (including both the first decorative symbol and the second decorative symbol), it may include a state in which the symbol is displayed changing at a low speed (in the case of a display mode that changes from top to bottom, a changing state that moves slowly from top to the (temporary) planned stop position).
[0138] In the first embodiment, the second decorative symbol is configured not to stop temporarily during the change (and the "special symbol" is not stopped), but the present invention is not limited to this, and the second decorative symbol may be configured to stop temporarily during the change (and pseudo-change may occur) like the first decorative symbol. In other words, in such a configuration, the entire row of the first decorative symbol and the entire row of the second decorative symbol are configured to have substantially the same operation contents of the change display and stop display (including the temporary stop), but the types of symbols that are displayed as stopped are different.
[0139] Moreover, the second decorative pattern does not need to be constantly displayed during the variable display of the main game pattern, and the display conditions and display manner of the second decorative pattern may be changed as appropriate. For example, (1) the second decorative pattern is displayed during a specific performance (instead of making the first decorative pattern invisible, examples of which include a performance in which a movie video is played using the entire display area on the performance display device SG, or a performance in which a so-called movable role object for performance advances to a state in which it covers the display area on the performance display device SG), (2) the second decorative pattern is displayed only during a specific reach performance (instead of making the first decorative pattern invisible, a reach performance in which the expectation of a big win increases significantly is executed, for example, during a so-called freeze reach performance in which the display content of the performance executed on the performance display device SG is forcibly paused), and the second decorative pattern is displayed only during other reach performances (particularly, (2) when a reach effect with a low expectation of a jackpot is being executed, the second decorative pattern is not displayed; (3) the appearance position of the second decorative pattern on the effect display device SG is varied depending on the effect pattern (for example, in the case of an effect in which the movable device for the effect described above advances to a state in which it covers the display area on the effect display device SG, the second decorative pattern is moved to a display area on the effect display device SG that is not covered by the movable device for the effect); (4) while the first decorative pattern can be moved, reduced, or enlarged, the second decorative pattern cannot be moved, reduced, or enlarged, or the probability of moving, reduced, or enlarged being executed, the movement width, reduction rate, enlargement rate, etc. may be lower than those of the first decorative pattern, etc.
[0140] In addition, the second decorative pattern may be configured to be displayed in a variable manner during a specific reach performance or when the first decorative pattern forms a reach state (for example, when the left and right columns are temporarily stopped with the same pattern).
[0141] Next, FIG. 23 is a flowchart of the first decorative pattern display control process related to the subroutine of step 2300 in FIG. 18. First, in step 2302, the decorative pattern display control means SM21 refers to the flag area of the decoration pattern display related information temporary storage means SM21b and judges whether the pattern content determination flag is on or not. If the answer is Yes in step 2302, in step 2304, the decorative pattern display control means SM21 turns off the pattern content determination flag in the flag area of the decoration pattern display related information temporary storage means SM21b. Next, in step 2306, the decorative pattern display control means SM21 turns on the pattern change flag in the flag area of the decoration pattern display related information temporary storage means SM21b. Next, in step 2309, the decorative pattern display control means SM21 starts the first decoration pattern change time management timer SM21t-1 and proceeds to step 2310. Incidentally, even if the answer is No in step 2302, the process proceeds to step 2310.
[0142] Next, in step 2310, the decorative pattern display control means SM21 refers to the flag area of the decoration pattern display related information temporary storage means SM21b and judges whether the pattern change flag is on or not. If the answer is Yes in step 2310, in step 2312, the decorative pattern display control means SM21 checks the timer value of the first decoration pattern change time management timer SM21t-1. Next, in step 2314, the decorative pattern display control means SM21 judges whether the change start timing of the first decorative pattern has been reached based on the first decoration pattern change time management timer SM21t-1 and the change mode temporarily stored in the decoration pattern display related information temporary storage means SM21b. If the answer is Yes in step 2314, in step 2316, the decorative pattern display control means SM21 sets a change display command for the first decorative pattern (sent to the sub-sub control unit SS side in the display command transmission control process of step 2999) and proceeds to step 2330.
[0143] On the other hand, if the answer is No in step 2314, in step 2318, the decorative pattern display control means SM21 judges whether the stop display timing (temporary stop display timing) of the first decorative pattern has been reached based on the first decorative pattern change time management timer SM21t-1 and the change mode temporarily stored in the decorative pattern display related information temporary storage means SM21b. If the answer is Yes in step 2318, in step 2320, the decorative pattern display control means SM21 refers to the decorative pattern display related information temporary storage means SM21b and judges whether the stop timing of the above-mentioned "special pattern" has been reached (in this example, the "special pattern" is configured to temporarily stop only on the middle pattern). If the answer is Yes in step 2320, in step 2322, the decorative pattern display control means SM21 turns on the angel zone flag (a flag that triggers the display of a background image to notify the fact that the expectation of a big win is increasing) in the flag area of the decorative pattern display related information temporary storage means SM21b, and proceeds to step 2324. On the other hand, if the answer is No in step 2320, the process also proceeds to step 2324. Next, in step 2324, the decorative symbol display control means SM21 sets a stop display command (provisional stop display command) for the first decorative symbol (transmitted to the sub-sub control unit SS side in the display command transmission control process in step 2999), and proceeds to step 2330. In the first embodiment, the angel zone flag is turned on to display an "angel zone background" as a background effect, and the timing at which the angel zone flag is turned on includes, for example, (1) during a pattern change with a relatively high jackpot expectation (for example, a pattern change that results in a reach), (2) when a pattern change related to a reserved pattern that is scheduled to be consumed before a pattern change with a high jackpot expectation stops, and the like. In addition, although details will be described later, the "special pattern" that triggers the angel zone flag to be turned on may be temporarily stopped in the above-mentioned case (1), or may be definitely stopped in the above-mentioned case (2).
[0144] On the other hand, if the answer is No in step 2318, then in step 2326, the preview performance display control means SM24 (and reach performance display control means SM25) judges whether the timing for displaying the preview image or the reach image has been reached based on the first display image change time management timer SM21t-1 and the change mode temporarily stored in the preview performance related information temporary storage means SM24b (and reach performance related information temporary storage means SM25b). If the answer is Yes in step 2326, then in step 2328, the preview performance display control means SM24 (and reach performance display control means SM25) sets an image display command related to the preview image or the reach image (sent to the sub-sub control unit SS in the display command transmission control process in step 2999), and proceeds to step 2330. Incidentally, even if the answer is No in step 2326, the process proceeds to step 2330.
[0145] Next, in step 2330, the decorative symbol display control means SM21 refers to the decorative symbol display related information temporary storage means SM21b and judges whether the first decorative symbol is normally displayed (as described above, when the player can visually recognize the first decorative symbol or can determine which symbol is stopped as the first decorative symbol, and the second decorative symbol is not displayed). If the answer is Yes in step 2330, in step 2332, the decorative symbol display control means SM21 turns off the second symbol display flag (a flag for switching between a non-display state = OFF and a display state = ON for the second decorative symbol) in the flag area of the decorative symbol display related information temporary storage means SM21b, and proceeds to step 2336. On the other hand, if the answer is No in step 2330, in step 2334, the decorative symbol display control means SM21 turns on the second symbol display flag in the flag area of the decorative symbol display related information temporary storage means SM21b, and proceeds to step 2336.
[0146] Next, in step 2336, the decorative symbol display control means SM21 refers to the decorative symbol display related information temporary storage means SM21b and judges whether the main game symbol is stopped and displayed (for example, it refers to the main side information temporary storage means SM11b and judges whether information that the main game symbol is stopped and displayed has been received from the main control board M side). If the answer is Yes in step 2336, in step 2338, the decorative symbol display control means SM21 sets a stop display command (confirmation display command) for the first decorative symbol (sent to the sub-sub control unit SS side in the display command transmission control process of step 2999). Next, in step 2340, the decorative symbol display control means SM21 stops and resets (zero clears) the first decorative symbol change time management timer SM21t-1. Next, in step 2342, the decorative pattern display control means SM21 turns off the pattern changing flag in the flag area of the decorative pattern display related information temporary storage means SM21b, and proceeds to the next process (the process of step 2350). Note that even if the result of step 2310 or step 2336 is No, the process proceeds to the next process (the process of step 2350).
[0147] In the first embodiment, the sub-main control unit SM is configured to use the first decorative pattern change time management timer SM21t-1 to manage the timing related to the display change of the first decorative pattern and the timing of executing the background performance, etc., but the method of managing the timing related to the display change of the first decorative pattern and the timing of executing the background performance, etc. is not limited to this, and the decorative pattern display content determination process of step 2200 may determine all of the contents such as the temporary stop timing of the first decorative pattern, the timing of displaying the preview image / reach image, the timing of displaying the background performance (the timing of switching the display of the background performance), etc., and send them to the sub-sub control unit SS, and the sub-sub control unit SS may execute (display) the performance at any time at a timing according to the received contents (the same applies to the second decorative pattern).
[0148] Next, FIG. 24 is a flowchart of the second decorative pattern display control process related to the subroutine of step 2350 in FIG. 18. First, in step 2352, the decorative pattern display control means SM21 refers to the flag area of the decoration pattern display related information temporary storage means SM21b and judges whether the first pattern changing flag is on or not. If the answer is Yes in step 2352, in step 2354, the decorative pattern display control means SM21 refers to the flag area of the decoration pattern display related information temporary storage means SM21b and judges whether the second pattern display flag is on or not. If the answer is Yes in step 2354, in step 2356, the decorative pattern display control means SM21 sets a variable display execution command for the second decorative pattern (a command for displaying the second decorative pattern in a variable manner) (sent to the sub-sub control unit SS side in the display command transmission control process of step 2999), and proceeds to step 2360. On the other hand, if the answer is No at step 2354, at step 2358, the decorative pattern display control means SM21 sets a command to erase the variable display of the second decorative pattern (a command to hide the second decorative pattern) (which is sent to the sub-sub control unit SS by the display command sending control process at step 2999), and proceeds to step 2360.
[0149] Next, in step 2360, the decorative symbol display control means SM21 refers to the decorative symbol display related information temporary storage means SM21b and judges whether the main game symbol is stopped and displayed (for example, it refers to the main side information temporary storage means SM11b and judges whether information indicating that the main game symbol is stopped and displayed is received from the main control board M side). If the answer is Yes in step 2360, in step 2362, the decorative symbol display control means SM21 sets the stop display command (confirmation display command) of the second decorative symbol (sent to the sub-sub control unit SS side in the display command transmission control process of step 2999). Next, in step 2364, the decorative symbol display control means SM21 turns off the second symbol display flag in the flag area of the decorative symbol display related information temporary storage means SM21b and proceeds to the next process (processing of step 2400). Incidentally, even if the answer is No in step 2352 or step 2360, the process proceeds to the next process (processing of step 2400).
[0150] Here, the lower part of the figure is an image diagram of the decorative symbol display area. As shown in the figure, the first decorative symbol, the second decorative symbol, and the reserved display (reservation related to the first main game symbol and reservation related to the second main game symbol may be displayed simultaneously) are configured to be displayed on the performance display device SG, and in the first embodiment, the first decorative symbol becomes the main decorative symbol in the progress of the game, such as the first decorative symbol being stopped and displayed at the final display timing (timing when the main game symbol is stopped and displayed), so the first decorative symbol is more visible than the second decorative symbol (the displayed area is assumed to be larger). Also, in the first embodiment, the timing of the start and end of the change of the first decorative symbol and the second decorative symbol (final display timing) are the same timing.
[0151] Next, FIG. 25 is a flowchart of the special game related display control process related to the subroutine of step 2400 in FIG. 18. First, in step 2402, the background performance display control means SM23 refers to the flag area of the background performance related information temporary storage means SM23b and judges whether or not the special game in progress flag is off. If the answer is Yes in step 2402, in step 2404, the background performance display control means SM23 refers to the main side information temporary storage means SM11b and judges whether or not a special game start display instruction command has been received from the main side. If the answer is Yes in step 2404, in steps 2406 and 2408, the background performance display control means SM23 turns on the special game in progress flag in the flag area of the background performance related information temporary storage means SM23b, and displays the start of the jackpot on the performance display device SG (performs an appropriate display based on the type of jackpot), and proceeds to step 2412. Incidentally, even if the answer is No in step 2402, the process proceeds to step 2412.
[0152] Next, in step 2412, the background performance display control means SM23 sequentially displays the number of rounds and the number of prizes on the performance display device SG based on the game information sequentially transmitted from the main side (this can be executed appropriately as needed based on the gameplay, type of jackpot, etc.).
[0153] Next, in step 2413, the background effect display control means SM23 sets a command to display an effect related to the special game being executed based on the game state at the time of winning the executed jackpot and the jackpot pattern being stopped (sent to the sub-sub control unit SS side in the display command transmission control process of step 2999) (for example, in the case of a special game related to a latent probability variable jackpot pattern, an effect is executed so that the player cannot recognize that the probability variable game state will be entered after the special game ends). Next, in step 2414, the background effect display control means SM23 refers to the main side information temporary storage means SM11b and judges whether or not a special game end display instruction command has been received from the main side. If the answer is Yes in step 2414, in step 2416, the background effect display control means SM23 displays the end of the jackpot on the effect display device SG (perfectly displays based on the type of jackpot). Next, in step 2418, the background effect display control means SM23 turns off the special game flag in the flag area of the background effect related information temporary storage means SM23b, and proceeds to the next process (the process of step 2500). Note that even if the result of step 2404 or step 2414 is No, the process proceeds to the next process (the process of step 2500).
[0154] Next, FIG. 26 is a flow chart of the background performance control process related to the subroutine of step 2500 in FIG. 18. First, in step 2502, the background performance display control means SM23 refers to the flag area of the decoration image display related information temporary storage means SM21b and judges whether the angel zone flag is on or not. If the answer is Yes in step 2502, in step 2504, the background performance display control means SM23 sets the "angel zone background" (background performance that can be displayed with the temporary stop of the "special pattern" as a trigger) as the background performance, and proceeds to step 2506. Next, in step 2506, the background performance display control means SM23 refers to the main side information temporary storage means SM11b and judges whether the fluctuation (part of the pseudo continuous fluctuation) that triggered the transition of the "angel zone" has ended. If the answer is Yes in step 2506, in step 2508, the background performance display control means SM23 turns off the angel zone flag in the flag area of the decoration image display related information temporary storage means SM21b. Next, in step 2509, the background effect display control means SM23 sets a predetermined background effect (for example, sets the background effect that was set before the “Angel Zone Background” was set), and proceeds to step 2520.
[0155] On the other hand, if the answer is No in step 2502, in step 2512, the background performance display control means SM23 refers to the main side information temporary storage means SM11b and judges whether or not a symbol variation display start instruction command has been received from the main side. If the answer is Yes in step 2512, in step 2514, a stage transition lottery with a predetermined probability (1 / 20 in this example) is executed (the stage transition lottery is executed at the start of each variation). Next, in step 2516, the background performance display control means SM23 refers to the lottery result in step 2514 and judges whether or not the stage transition lottery has been won. If the answer is Yes in step 2516, in step 2518, the background performance display control means SM23 sets the background performance based on a predetermined stage transition pattern (for example, each stage is transitioned in a loop in the order of plain stage → space stage → volcano stage → plain stage), and proceeds to step 2520. Incidentally, if the answer is No in step 2506, step 2512, or step 2516, the process also proceeds to step 2520.
[0156] Next, in step 2520, the background performance display control means SM23 sets a command to display the set background performance on the performance display device SG (this is sent to the sub-sub control unit SS in the display command transmission control process of step 2999), and proceeds to the next process (processing of step 2999).
[0157] By configuring as described above, in the pachinko gaming machine of the first embodiment, two types of decorative patterns, a first decorative pattern and a second decorative pattern, are provided, and the second decorative pattern is displayed (variable display) when the first decorative pattern is not displayed (a state in which the stopped display / variable display is not displayed) or is difficult to see, thereby allowing the player to always see one of the decorative patterns and to accurately determine whether a stopped pattern or a jackpot pattern has stopped, etc., making it a user-friendly gaming machine.
[0158] (Modification 1 from the first embodiment) Here, in the first embodiment, when the pseudo continuous variation is executed, the temporary stop pattern in the middle row always stops as a "special pattern", and the second decorative pattern is always hidden while the first decorative pattern is being displayed, but the display control method of the decorative patterns is not limited to this. Therefore, an example of such a configuration is set as modified example 1 from the first embodiment, and only the changes from the first embodiment will be described in detail below.
[0159] First, Fig. 27 and Fig. 28 (decorative symbol presentation table 3, decorative symbol presentation table 4) are examples of decorative symbol presentation table SM21ta-2 (decorative symbol presentation table 3, particularly a part of the case where the winning / losing result is a loss, and decorative symbol presentation table 4, particularly a part of the case where the winning / losing result is a jackpot). The changes from the first embodiment will be described in detail, first, with respect to the first decorative symbol. In modification example 1 from the first embodiment, the first decorative symbol is configured to be displayed even during variation. Also, for example, when a pseudo-continuous variation such as "A-6 (loss) pseudo-continuous 2 (specific result)" is executed, a specific result other than the "special symbol" can be stopped at the provisional stop timing of the middle symbol. Here, the specific output is different from the "special pattern" and is an output in which all columns (left column, middle column, right column) stop with numbers, but the stop mode follows a certain rule (for example, the order of "345" etc.), and is configured to inform the player that the pseudo continuous variation is being executed by stopping the specific output. In addition, in the modification example 1 from the first embodiment, in the case of a miss, the specific output is more likely to stop than the "special pattern" at the provisional stop timing of the middle column during the pseudo continuous variation execution, while in the case of a jackpot, the "special pattern" is more likely to stop than the specific output at the provisional stop timing of the middle column, that is, the expectation of a jackpot is higher when the "special pattern" stops than when the specific output stops. However, without being limited to this, there is no problem in configuring it so that the expectation of a jackpot is higher when the specific output stops than when the "special pattern" stops.In addition, when pseudo-fluctuation is executed in pseudo-continuous fluctuation, all the symbols will change again, that is, after the three symbols temporarily stop, the three symbols will change again. In such a case, if the "special symbol" temporarily stops in the middle row and then the middle row changes again, the decorative symbol in the middle row at the start of the re-fluctuation is no longer a "special symbol" {for example, if it temporarily stops at "6★7" (★=special symbol), it will change again to "667" (it is desirable for the middle symbol to be a symbol "±1" frame from the right symbol or the left symbol)}. Alternatively, when the "special symbol" temporarily stops in the middle row, the three symbols of "667" are temporarily stopped behind the "special symbol", and then, when the "special symbol" changes again and is erased, the first decorative symbol in the left row, the first decorative symbol in the middle row, and the first decorative symbol in the right row will change again. In such a case, by setting the display priority of the image of the "special pattern" in the middle row higher than that of the first decorative pattern in the middle row, it is possible to prevent the method of determining the first decorative pattern from becoming complicated, since it is only necessary to display the "special pattern" in the pseudo consecutive variation mode that displays the specific outcome.
[0160] Next, the second decorative symbol will be described in detail as a change from the first embodiment. In the first modification from the first embodiment, the second decorative symbol is configured to be always displayed while the main game symbol is changing. In addition, when a reach is reached, the second decorative symbol is also temporarily stopped at the same time as the first decorative symbol is temporarily stopped, and the second decorative symbol is also fixedly displayed at the same time as the first decorative symbol is fixedly displayed (the same symbol is stopped and displayed for the first decorative symbol and the second decorative symbol). The variable display mode of the second decorative symbol is not limited to this. For example, when the first decorative symbol is visible and the player can easily grasp the game progress by viewing the first decorative symbol, the second decorative symbol is hidden. In other words, when the first decorative symbol is variable and displayed, when the left and right columns are temporarily stopped, and when a specific number is stopped at the timing of the temporary stop of the middle column, the second decorative symbol is hidden. When a "special symbol" is stopped at the timing of the temporary stop of the middle column, the second decorative symbol may be displayed variable (or temporarily stopped). In addition, the second decorative symbol may be stopped and temporarily stopped in accordance with the stopping and temporary stop of the first decorative symbol. In addition, the second decorative symbol may be displayed variable regardless of the variable state of the first decorative symbol, and only when the first decorative symbol is fixed and stopped, the second decorative symbol may be fixed and stopped.
[0161] By configuring as described above, in the gaming machine according to modified example 1 from the first embodiment, by configuring it so that a specific result can be temporarily stopped at the temporary stopping timing of the middle row, it is possible to provide multiple types of stopping patterns at the time of temporary stopping when pseudo continuous variation is executed, and by making the expected probability of hitting a jackpot different depending on the stopping pattern, the player will focus on which stopping pattern is in question, thereby increasing the interest of the game.
[0162] In addition, in modified example 1 from the first embodiment, the first decorative pattern is configured to be displayed in a variable manner, but this is not limited to this, and the first decorative pattern may be configured not to be displayed in a variable manner (hidden) during the execution of a specific performance such as a reach performance, or only a specific row (for example, the middle row) may be configured to be hidden.
[0163] In the first modified example from the first embodiment, the specific result (or the "special pattern") is configured to be temporarily stopped at the timing of the temporary stop of the middle row, but the display mode of the left and right rows when the specific result (or the "special pattern") is displayed may be changed. For example, (1) the left and right rows are the same number, and the middle row is a number ±1 of the same number (for example, "4·5·4", or a "special pattern" is placed at the 5 position of the middle row), (2) the stopping mode is the same as a losing number that is not a specific result, but the specific result is notified by a sound or color change, (3) all rows are temporarily stopped at the same time, (4) the numbers in the left and / or right rows are changed at the timing of the temporary stop of the middle row, (5) the decorative patterns of the left and right rows are numbers that are "2" or more apart, or the decorative pattern of the middle row is temporarily stopped as a losing number that is "2" or more apart from the left and / or right row, etc. The conditions for the appearance of the special symbols may also be changed, and may be configured to be different from the conditions for the appearance of the "special symbols", for example, so that they are more likely to appear when the provisional stop symbols (numbers) in the left and right columns are the same (or appear only when they are the same). Also, the appearance of the "special symbols" (or special symbols) after a reach may be configured to have a higher probability of winning than the appearance of the "special symbols" (or special symbols) when not in a reach, or so that the "special symbols" are more likely to temporarily stop again during the pattern fluctuations thereafter {for example, "7★7" has a higher probability of winning or is more likely to temporarily stop again than "7★8" (★=special symbol)}. In addition, in the case where the left and right columns are the same numbers as shown in (1) and the middle column is made up of numbers that are ±1 of the same number, or where the middle and right columns are made up of numbers ±1 or ±2 of the numbers in the left column, in other words, where the numbers in the left column are used as the base number and the numbers in the middle and right columns are predetermined numbers, it is only necessary to determine the number to be displayed in the left column by lottery or the like, and the numbers to be displayed in the middle and right columns are determined to be the same numbers as the numbers to be displayed in the left column determined by lottery, or numbers ±1 or ±2 of the numbers to be displayed in the left column determined by lottery (in other words, the numbers to be displayed in the middle and right columns are not determined by lottery or the like, but numbers that correspond to the numbers to be displayed in the left column are simply determined).For example, if the left column is N (N is a number from 1 to 8, for example), the middle column is N+1, and the right column is N, the number to be displayed in the left column is determined by lottery or the like from among 1 to 8. If the number in the left column is determined to be "4", the middle column will be 4+1="5", the right column will be "4" the same as the left column, and "4·5·4" is set as the specific result. By configuring in this way, it is possible to set the specific result using a table that sets only the numbers in the left column, without using a table that sets multiple specific results that are combinations of the left column, middle column, and right column, so that it is possible to easily determine the specific result in the decorative pattern display content determination process in step 2200. Note that, although the case where the numbers in the left column are determined by lottery and the numbers in the middle column and the right column are determined based on the numbers in the left column has been exemplified, the numbers in the middle column or the right column may be determined by lottery or the like, and the numbers in the left column and the numbers in the right column may be determined in the middle column, and the numbers in the left column and the middle column may be determined in the right column.
[0164] (Modification 2 from the first embodiment) Here, the configuration of the display mode of the first decorative symbol during pseudo continuous variation has been given in the first embodiment and the modified example 1 from the first embodiment, but new gameplay can be created by the configuration of the display mode of the first decorative symbol during pseudo continuous variation other than the above configuration. Therefore, an example of such a configuration is the modified example 2 from the first embodiment, and only the changes from the modified example 1 from the first embodiment will be described in detail below.
[0165] First, FIG. 29 and FIG. 30 (decorative symbol presentation table 5, decorative symbol presentation table 6) are examples of decorative symbol presentation table SM21ta-2 (decorative symbol presentation table 5, particularly a part of the case where the winning / losing result is a losing win, and decorative symbol presentation table 6, particularly a part of the case where the winning / losing result is a winning win). The changes from the first modified example 1 from the first embodiment will be described in detail, first, with respect to the first decorative symbol. In the second modified example from the first embodiment, the first decorative symbol is displayed during the fluctuation, and two types of "special symbols" are provided, namely "special symbol A" and "special symbol B", which can be stopped at the provisional stop timing of the middle row in the pseudo continuous fluctuation. Here, the "special symbol A" is configured to be provisionally stopped from the first provisional stop timing of the middle row in the pseudo continuous fluctuation (and after that timing), while the "special symbol B" is configured to be provisionally stopped from the second provisional stop timing of the middle row in the pseudo continuous fluctuation. In addition, the specific numbers are configured to be temporarily stopped from (and after) the first temporary stop timing of the middle row in the pseudo continuous variation. That is, at the first temporary stop timing of the middle row in the pseudo continuous variation, two types of stop modes, "special symbol A" and a specific number, can be temporarily stopped, while at the second temporary stop timing of the middle row in the pseudo continuous variation, three types of stop modes, "special symbol A", "special symbol B" and a specific number, can be temporarily stopped, and the types of stop modes that can be stopped are greater at the second temporary stop timing of the middle row in the pseudo continuous variation than at the first temporary stop timing of the middle row in the pseudo continuous variation. In this way, the temporary stop timing of the middle row in the pseudo continuous variation may be configured to have more types of stop modes as the temporary stop timing becomes later, or may be configured to have fewer types of stop modes as the temporary stop timing becomes later. In addition, in the case of a configuration in which the number of types of stop patterns increases as the provisional stop timing becomes later, the configuration may be such that each time a pseudo-variation is executed, a new stop pattern that has a high expectation of the variation resulting in a jackpot is added as a selection candidate type, and by configuring in this way, the player will pay attention each time a pseudo-variation is executed.In addition, in the case of a configuration in which the number of types of stop modes is reduced as the provisional stop timing approaches the latter half, a configuration may be made in which stop modes with a low expectation of the change resulting in a jackpot are deleted as a selection candidate type each time the pseudo-variation is executed, and by configuring in this way, it is possible to guarantee the expectation of the change resulting in a jackpot each time the pseudo-variation is executed. Note that the second decorative pattern has the same configuration as the modified example 1 from the first embodiment, so a description thereof will be omitted.
[0166] By configuring as described above, in the gaming machine according to modified example 2 from the first embodiment, the later the provisional stop timing of the middle row in the pseudo continuous variation is, the more stopping patterns there are that can result in provisional stops. This allows the player to focus on the number of times the middle row provisionally stops and the stopping patterns at the time of the provisional stop, thereby increasing the interest of the game.
[0167] (Third modification of the first embodiment) Here, in the first embodiment, two types of decorative symbols, the first decorative symbol and the second decorative symbol, are provided, and the second decorative symbol is displayed (variably displayed) when the first decorative symbol is not displayed (the state in which the stopped display / variably displayed symbol is not displayed) or is difficult to see, but the configuration using the second decorative symbol is not limited to the configuration of the first embodiment. Therefore, an example of such a configuration is set as modified example 3 from the first embodiment, and only the changes from the first embodiment will be described in detail below.
[0168] First, Fig. 31 is a flowchart of the decorative symbol display content determination process related to the subroutine of step 2200 in Fig. 18 in the modified example 3 from the first embodiment. The changes from the first embodiment are step 2232 (variant 3) to step 2236 (variant 3), step 2900 (variant 3), step 2246 (variant 3), and step 2248 (variant 3). That is, after the symbol content determination permission flag is turned off in step 2204, in step 2232 (variant 3), the decorative symbol display content determination means SM21n refers to the main side information temporary storage means SM11b and determines whether or not the current game state is a probability variable game state. If the answer is Yes in step 2232 (variation 3), in step 2234 (variation 3), the decoration display content determination means SM21n determines the display mode of the first decorative pattern and the second decorative pattern to be the probability variable display mode (the display mode of the decorative pattern to be displayed during the probability variable game state), and proceeds to step 2900 (variation 3). On the other hand, if the answer is No in step 2232 (variation 3), in step 2236 (variation 3), the decoration display content determination means SM21n determines the display mode of the first decorative pattern and the second decorative pattern to be the non-probability variable display mode (the display mode of the decorative pattern to be displayed during the non-probability variable game state), and proceeds to step 2900 (variation 3). In this way, in the third modified example from the first embodiment, the display mode of the first decorative pattern and the second decorative pattern are configured to differ depending on whether or not the game is in a probability-varying game state, and when the display mode of the first decorative pattern changes (for example, when a game state is changed from a non-probability-varying game state to a probability-varying game state), the display mode of the second decorative pattern is also configured to change in accordance with the change. Note that the display modes of the first decorative pattern and the second decorative pattern are not limited to a configuration that differs only depending on whether or not the game state is in a probability-varying game state, and may be configured to differ depending on, for example, whether or not the game state is in a time-shortening game state, which background performance (performance stage) is being used, etc.
[0169] Next, in step 2900 (variation 3), the decoration display content determination means SM21n executes a decoration stop symbol determination process, which will be described later. Next, in step 2246 (variation 3), the decoration display content determination means SM21n determines the variation mode of the first decoration symbol based on information on the variation mode of the main game symbol. Next, in step 2248 (variation 3), the decoration display content determination means SM21n determines the variation mode of the second decoration symbol based on information on the variation mode of the main game symbol, and proceeds to step 2216.
[0170] Next, Fig. 32 is a flowchart of the decoration stop symbol determination process related to the subroutine of step 2900 (variation 3) in Fig. 31 in the modification 3 from the first embodiment. First, in step 2902, the decoration display content determination means SM21n refers to the main side information temporary storage means SM11b and determines whether the main game symbol stopped symbol related to the symbol variation is a jackpot symbol. If the answer is Yes in step 2902, in step 2904, the decoration display content determination means SM21n refers to the main side information temporary storage means SM11b and determines whether the number of rounds executed in the special game related to the jackpot symbol is the maximum number of rounds (16R in this example). If the answer is Yes in step 2904, in step 2906, the display content determination means SM21n determines the stopping patterns of the first and second decorative patterns to be one of three sets of "white" patterns (for example, "777") and three sets of "black" patterns (for example, "444") (the total allocation ratio of the three sets of "white" patterns to be selected and the total allocation ratio of the three sets of "black" patterns to be selected is 1:1), and proceeds to the next process {processing of step 2246 (variant 3)}. On the other hand, if the answer is No in step 2904, in step 2908, the display content determination means SM21n determines the stopping patterns of the first and second decorative patterns to be one of three sets of "black" patterns (for example, "444"), and proceeds to the next process {processing of step 2246 (variant 3)}. In this way, in the third modified example from the first embodiment, a sequence of three "white" symbols (e.g., "777") can only stop in the case of a special game with the maximum number of rounds (in this example, 16R); in other words, when a sequence of three white symbols stops, it is almost certain (or certain) that a special game with the maximum number of rounds (in this example, 16R) will be played (which may be relatively more profitable for the player than a sequence of three "black" symbols).
[0171] On the other hand, if the answer is No in step 2902, in step 2910, the decorative display content determining means SM1n determines the stopping pattern of the first decorative pattern based on the information on the stopping pattern of the main game pattern. Next, in step 2912, the decorative display content determining means SM21n determines the stopping pattern of the second decorative pattern to be a predetermined losing pattern (in this example, "345", and the stopping pattern of the second decorative pattern is only one pattern), and proceeds to the next process {processing of step 2246 (variation 3)}. Note that the type of the stopping pattern of the second decorative pattern does not have to be only one pattern, but it is preferable that the type of the stopping pattern is smaller than that of the first decorative pattern. In addition, the stop pattern when the second decorative pattern is a miss is a predetermined miss pattern (in this example, "345"), whereas the stop pattern when the first decorative pattern is a miss is selected from a plurality of candidates (for example, randomly selected from 300 kinds of stop pattern candidates), so that the frequency at which the predetermined miss pattern stops when the second decorative pattern is a miss is higher than that of the first decorative pattern (the first decorative pattern may be configured so that the predetermined miss pattern does not stop as the stop pattern). In addition, all the miss patterns that can be stopped for the second decorative pattern (for example, only one pattern of "375" may be used) may be configured so that one or more patterns (for example, "7" pattern) that are most profitable for the player in any game state when three of the same patterns are lined up (for example, "375" and "276" may be stopped).
[0172] Next, FIG. 33 is an image diagram of the display mode of the decorative symbols in the modified example 3 from the first embodiment. As shown in the figure, in the modified example 3 from the first embodiment, the display mode (in this example, the display color, the color scheme pattern, the shape, the size, and other display attributes) of the first decorative symbol and the second decorative symbol is configured to be different when the game state is a non-probability variable game state and a probability variable game state. Specifically, when the game state is a non-probability variable game state, only the "7" symbol is displayed in "white" together with the first decorative symbol and the second decorative symbol, and all symbols other than the "7" are displayed in "black" (non-probability variable display mode), while when the game state is a probability variable game state, the "3" symbol and the "7" symbol are displayed in "white" together with the first decorative symbol and the second decorative symbol, and all symbols other than the "3" symbol and the "7" are displayed in "black". That is, the "3" symbol is configured to have a different display mode (probability change display mode) depending on the game state, together with the first and second decorative symbols. The condition for the different display mode is not limited to whether the game state is a probability change game state or not, and may be whether the game state is a time-saving game state or not, or may be configured to have a different display mode depending on which background performance (performance stage) is being executed. In addition, in the modification example 3 from the first embodiment, the symbol whose display attribute can be changed depending on whether the game state is a probability change game state or not is the "3" symbol, but the "3" symbol is included in the combination of the predetermined losing symbol (in this example, "345") that the second decorative symbol stops at the time of the above-mentioned loss (it becomes the stopping symbol in the left column), and in the non-probability change game state, the stopping symbols of the second decorative symbol at the time of loss are all displayed in "black", while in the probability change game state, the stopping symbols of the second decorative symbol at the time of loss are displayed in "white", "black", and "black" from the left column.In addition, in this figure, the configuration is based on a comparison between a non-probability-varying game state and a probability-varying game state, but this may be based on a comparison between a non-time-shortened game state and a time-shortened game state (the non-probability-varying game state in this figure may be a non-time-shortened game state, and the probability-varying game state may be a time-shortened game state), or may be based on a comparison between a non-time-shortened game state and a non-probability-varying game state and a time-shortened game state and a probability-varying game state (the non-probability-varying game state in this figure may be a non-time-shortened game state and a non-probability-varying game state, and the probability-varying game state may be a time-shortened game state and a probability-varying game state). It should be noted that such a substitution of fitting for comparison is applicable to all configurations of any of the embodiments and modified examples of this case.
[0173] Next, Fig. 34 and Fig. 35 (decorative symbol presentation table 7, decorative symbol presentation table 8) are examples of decorative symbol presentation table SM21ta-2 (decorative symbol presentation table 7, particularly a part of the case where the winning or losing result is a losing result, and decorative symbol presentation table 8, particularly a part of the case where the winning or losing result is a winning or losing result). The change from the first embodiment is that the decorative symbol type item is set as a display update type, and three items, "first decorative symbol", "second decorative symbol", and "transparent liquid crystal", are provided. In the modification example 3 from the first embodiment, the display area SG10 of the presentation display device SG is configured to be transparent so that a transparent presentation can be performed, and during the period when the transparent presentation is being performed, the first decorative symbol is not displayed, but the second decorative symbol is displayed (see "33 seconds" in the display update timing).
[0174] Next, Fig. 36 is a flowchart of the decorative symbol display content determination process related to the subroutine of step 2200 in Fig. 18 in the modified example 3 from the first embodiment. The changes from the first embodiment are step 2327-1 (variation 3) and step 2327-2 (variation 3). That is, when the timing to display the notice image or reach image is reached in step 2326, in step 2327-1 (variation 3), the notice performance display control means SM24 judges whether or not it is the timing to execute a transparent performance (a performance in which the display area SG10 of the performance display device SG becomes transparent) based on the first decoration image change time management timer SM21t-1 and the change mode temporarily stored in the notice performance related information temporary storage means SM24b. If the answer is Yes in step 2327-1 (variation 3), the advance notice performance display control means SM24 sets an image display command related to the transparent performance (transmitted to the sub-sub control unit SS side in the display command transmission control process of step 2999) in step 2327-2 (variation 3), and proceeds to step 2336. On the other hand, if the answer is No in step 2327-1 (variation 3), proceeds to step 2328. When the transparent performance is executed, the display area SG10 of the performance display device SG becomes transparent, and the state in which the role object in the performance display device SG is driven becomes visible, and the display of the first decorative pattern is erased (becomes invisible), and the second decorative pattern is continuously displayed by the second decorative pattern display device in the performance display device SG (details will be described later). In addition, in the modification example 3 from the first embodiment, a reserved number display area is provided adjacent to the display of the second decorative pattern of the performance display device SG (to the right as seen from the player). By configuring in this way, the player can visually confirm the reserved number even during the transparent performance.
[0175] Next, FIG. 37 is a flowchart of the special game-related display control process related to the subroutine of step 2400 in FIG. 18 in the modified example 3 from the first embodiment. The change from the first embodiment is step 2410 (variation 3). That is, after setting the command related to the big win display in step 2408, or when the special game flag is on, in step 2410 (variation 3), the background performance display control means SM23 sets a command (transmitted to the sub-sub control unit SS side in the display command transmission control process of step 2999) to continuously display the second decorative pattern from the time when the big win pattern related to the special game stops (for example, "777" continues to stop) and proceeds to step 2412. Thus, in the modified example 3 from the first embodiment, the second decorative pattern is displayed even during the execution of the special game, and the player can determine which decorative pattern (first decorative pattern and second decorative pattern) the special game is related to even during the execution of the special game.
[0176] Next, FIG. 38 is an image diagram of the configuration of the performance display device in the third modified example from the first embodiment. First, as shown in the conceptual perspective view and conceptual top view of the performance display device, a second decorative symbol display device is provided on the back side (as seen from the player) from the display area SG10, and the second decorative symbol and the reserved number display area are displayed in the display area SG10 by the device emitting light (light is output in the direction of the display area SG10). In addition, the performance can be displayed in the display area SG10 by outputting light from the light source, but the performance is not displayed in the area of the display area SG10 adjacent to the second decorative symbol display device, and the display of the second decorative symbol and the reserved number display area by the second decorative symbol display device is configured to be visible to the player. In addition, when the transparent performance is executed, the performance in the display area SG10 is not displayed, and the role object inside the performance display device SG is configured to be visible. In addition, since the performance display in the second decorative symbol display device is executed even during the execution of the transparent performance, it is visible to the player. By configuring in this way, even in a situation where a transparent effect is being executed, the player can recognize the change status of the decorative pattern and the reserved number by visually checking the effect display on the second decorative pattern display device. The display of the reserved number may be different depending on the game state (for example, the first main game reserved number is displayed in a non-time-shortened game state, and the second main game reserved number is displayed in a time-shortened game state), the first main game reserved number and the second main game reserved number may be displayed at all times, or the total reserved number of the first main game reserved number and the second main game reserved number may be displayed. The configuration for displaying the performance in the display area SG10 is not limited to this, and it is sufficient that the display area SG10 is configured to be switchable between a transparent state and a non-transparent state. For example, the position of the light source may be changed (for example, light may be output from diagonally behind the display area), or the display area may display via a light guide plate (a transmissive plate-shaped member that scatters light emitted from a light-emitting element that enters from the side in a vertical direction) (a so-called edge-light type), or the display area may be made of organic electroluminescence, etc.As an example of a configuration using a light guide plate, from the player's side, the following may be arranged in this order from the front: "transmissive liquid crystal (liquid crystal shutter)", "light guide plate {located close to the transparent liquid crystal (approximately 5 mm), and light source A is located near the outer periphery of the light guide plate to distribute light to the light guide plate}", "light source B which constantly outputs light to the lower left of the display area SG10", "gimmick", and "light source C for emphasizing the gimmick to make it visible to the player". When a transparent effect is to be executed (when it is desired to emphasize the gimmick to make it visible to the player), the output of light source A is turned OFF (the output of light source A may be reduced compared to when a transparent effect is not executed) and the outputs of light source B and light source C are turned ON. When a transparent effect is not to be executed (when it is desired to not show the gimmick to the player and to show the effect in the display area SG10 to the player), the outputs of light source A and light source B are turned ON and the output of light source C is turned OFF (the output of light source C may be reduced compared to when a transparent effect is executed). Furthermore, the display of the second decorative pattern and the reserved number display area is not limited to the configuration of this example, and for example, the second decorative pattern display device can be made to emit light (light is output in the direction of display area SG10), thereby making it possible to display the second decorative pattern and the reserved number display area in display area SG10 in a similar mechanism to the mechanism in which a performance is displayed by light being output from a light source toward display area SG10; in other words, the second decorative pattern display device can be configured to replace the light source, so that even when a transparent performance is executed and the light source no longer outputs light, the second decorative pattern display device will always output light, making the display of the second decorative pattern and the reserved number display area always visible (the light guide plate is used to prevent light from being transmitted through the transparent LCD).
[0177] Next, FIG. 39 is a transparent effect execution image diagram in the modified example 3 from the first embodiment. In this example, a case where one symbol change is executed (pseudo consecutive 2 change) in which pseudo continuous change is executed twice in the normal game state (non-probability change game state and non-time shortening game state) is illustrated. First, a certain decorative pattern (first decorative pattern and second decorative pattern) starts to change, and then a special pattern is temporarily stopped as the first temporary stop pattern in the middle row. Then, a certain decorative pattern (first decorative pattern and second decorative pattern) starts to change again, and then a special pattern is temporarily stopped again as the second temporary stop pattern in the middle row. Then, a certain decorative pattern (first decorative pattern and second decorative pattern) starts to change again, and the display area SG10 becomes transparent due to the transparent effect being executed, and the state in which the role object at the back of the display area SG10 (as seen from the player) is driven becomes visible to the player. After that, the transparent effect ends (the display area SG10 becomes non-transparent), the role object in the back of the display area SG10 (from the player's perspective) becomes invisible, and the variable display of the first decorative pattern becomes visible (displayed) again. After that, in the case of a miss, the first decorative pattern and the second decorative pattern stop at a miss pattern {the second decorative pattern stops at a predetermined miss pattern ("345"), and the combination of stop patterns may differ from the miss pattern of the first decorative pattern ("787")}. Also, in the case of a jackpot, the first decorative pattern and the second decorative pattern stop at a jackpot pattern {the jackpot pattern of the first decorative pattern and the jackpot pattern of the second decorative pattern have the same combination of stop patterns}. After that, a special game is played, and even during the play of the special game, the second decorative pattern continues to be stopped and displayed at the same jackpot pattern as when the special game started. Furthermore, even while a special game is being played, a transparent effect may be executed (the display area SG10 may be made transparent). For example, by configuring the transparent effect so that it can be executed just before the execution of an effect that notifies the player whether or not the game will enter a probability-changing game state after the special game has ended, the player can visually recognize the transparent effect, thereby increasing his or her anticipation of transitioning to a probability-changing game state after the special game has ended.In addition, even if a transparent effect is performed during the execution of a special game, the display of the second decorative pattern and the reserved number display area is maintained (because they are visible), so that the progress of the game is not hindered. As an example of the display of decorative patterns during a special game, for example, during a special game, in order to inform the player which three decorative patterns have been aligned to result in a jackpot, only one of the aligned patterns is displayed (for example, if a jackpot is reached with "777", "7" is displayed), and when the transparent effect is performed, the display of the aligned patterns becomes invisible, so that the display of the second decorative pattern and the reserved number display area may be maintained even during the special game to enable the player to recognize the aligned patterns.
[0178] By configuring as described above, in the gaming machine of modified example 3 from the first embodiment, the display area SG10 of the performance display device SG becomes transparent, making it possible to execute a transparent performance in which the reels in the performance display device SG can be seen, and even if the first decorative pattern becomes hidden while the transparent performance is being executed, the performance display in the second decorative pattern display device is still being executed. Therefore, by visually checking the performance display in the second decorative pattern display device, the player can recognize the changing status of the decorative patterns and the number of reserved balls, making it possible to make the gaming machine more user-friendly. In addition, by making the game state transition allocation rate after the end of the special game related to the ball entering the first main game start port A10 different from the game state transition allocation rate after the end of the special game related to the ball entering the second main game start port B10, and by making the display attributes of the decorative patterns (first decorative pattern and second decorative pattern) different depending on whether or not the game is in a probability-varying game state, and making the number of types of patterns that can suggest or inform the player that it is highly profitable different, the probability-varying game state in which the game progresses by having the game ball enter the second main game start port B10 has a larger number of types of display attributes of jackpot patterns in which the transition to the probability-varying game state is approximately certain (or certain) after the special game ends, than the non-probability-varying game state in which the game progresses by having the game ball enter the first main game start port A10, and it is possible to configure the game so that it is possible to appropriately suggest or inform the player whether or not the current game state is highly profitable for the player.
[0179] Furthermore, in modified example 3 from the first embodiment, regardless of whether the first main game pattern or the second main game pattern changes, a decorative pattern with a display attribute corresponding to the current game state or presentation display mode (background presentation, etc.) is displayed and changed, and the decorative pattern corresponding to the change in the first main game pattern and the decorative pattern corresponding to the change in the second main game pattern have a common display (and display attribute) (the display attributes and display areas of the decorative patterns are not differentiated between the first main game pattern and the second main game pattern).
[0180] Second embodiment Here, in the first embodiment, two types of decorative symbols, the first decorative symbol and the second decorative symbol, are provided to allow the player to accurately recognize the result of the pattern change, but this configuration can also be applied to a configuration that allows a pre-reading lottery to be executed. Therefore, an example of such a configuration is the second embodiment, and only the differences from the first embodiment will be described in detail below.
[0181] First, FIG. 40 is a flowchart of the main game content determination random number acquisition process related to the subroutine of step 1300 in FIG. 5 in the second embodiment. The difference from the first embodiment is step 1322 (second) to step 1344 (second), the purpose of which is to transmit variable mode random number separator information, which is information to be referred to when determining the pre-reading performance content, to the sub side. That is, after storing the first main game content determination random number in step 1308, in step 1322 (second), the reservation control means MJ30 refers to the flag area of the special game related information temporary storage means MB20b and judges whether the special game execution flag is off. If the answer is Yes in step 1322 (second), in step 1324 (second), the reservation control means MJ30 judges whether the main game time reduction flag in the flag area of the specific game related information temporary storage means MB30b is off. If the answer is Yes in step 1324 (2), in step 1326 (2), the reservation control means MJ30 pre-determines the winning / losing result and the stopped symbol related to the stored reservation based on the reservation information (winning / losing lottery random number and symbol determination random number). Next, in step 1328 (2), the reservation control means MJ30 sets a command related to the winning / losing result and the stopped symbol information of the newly generated reservation in the command transmission buffer MT10 for transmission to the sub-main control unit SM (sent to the sub-main control unit SM by the control command transmission process in step 1999).
[0182] Next, in step 1330 (2), the reservation control means MJ30 predetermines the variation mode random number separator information and variation mode group related to the stored reservation based on the reservation information (random number for determining variation mode) (for the variation mode random number separator information and the variation mode group, see main game table 3 in Figures 41 and 42), and proceeds to step 1332 (2). Also, if the answer is No in step 1322 (2) or step 1324 (2), it also proceeds to step 1332 (2). In the second embodiment, it is configured so that one variation mode group can include multiple types of variation modes (variation times). Next, in step 1332 (second), the reservation control means MJ30 sets a command related to new reservation generation (reservation generation command for the first main game content determination random number, command related to variable mode random number separator information, etc.) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM side by the control command transmission process of step 1999), and proceeds to step 1312. Note that, when the configuration is such that symbol information is transmitted to the sub side as in the second embodiment, a presentation suggesting a jackpot may be executed as a presentation executed on the sub side, and in such a configuration, it is desirable to have a configuration capable of notifying the player of the stopped symbol of the main game symbol that will result in the jackpot (the stopped symbol is notified only when the stopped symbol of the main game symbol is a jackpot).
[0183] In this way, in the second embodiment, the variable pattern random number delimiter information and the variable pattern group are determined when the main game content determination random number (first main game content determination random number or second main game content determination random number) is obtained (or when a hold occurs).
[0184] In addition, at the timing when a reservation occurs, the main game content determination random number information, the win / lose random number division information, the variable mode random number division information, and the variable mode group information may be configured to be transmitted to the sub side. However, the information to be transmitted to the sub side is not limited to this, and may include information related to the stopping pattern of the main game pattern, information related to the profit mode of the main game pattern that will be a jackpot (the number of rounds of the special game related to the main game pattern to be stopped, etc.), the number of reservations immediately after the reservation is won (only the number of reservations on the winning side of the first main game side or the second main game side, or the number of reservations on both the first main game side and the second main game side). The win / lose random number division information is one of the random number division information that links and groups each game state on the first main game side (second main game side), a random number value (or a random number range), and a win / lose lottery result, and examples of groupings that can be used include a miss in both a probability-varying game state and a non-probability-varying game state, a win in both a probability-varying game state and a non-probability-varying game state, a win in the probability-varying game state but a miss in the non-probability-varying game state, etc.}
[0185] Next, after storing the second main game content determination random number in step 1318, in step 1334 (2nd), the reservation control means MJ30 refers to the flag area of the special game related information temporary storage means MB20b and judges whether the special game execution flag is on or not. If the answer is Yes in step 1334 (2nd), in step 1338 (2nd), the reservation control means MJ30 pre-determines the winning / losing result and the stopped pattern related to the stored reservation based on the reservation information (winning / losing lottery random number and pattern determination random number). Next, in step 1340 (2nd), the reservation control means MJ30 sets the command related to the winning / losing result and the stopped pattern information of the newly generated reservation in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process in step 1999).
[0186] Next, in step 1342 (second), the reservation control means MJ30 preliminarily determines the change mode random number separator information and change mode group related to the stored reservation based on the reservation information (random number for determining the change mode) (for the change mode random number separator information and the change mode group, see main game table 3 in Fig. 32 and Fig. 33), and proceeds to step 1344 (second). Next, in step 1344 (second), the reservation control means MJ30 sets a command related to new reservation generation (a reservation generation command for the second main game content determination random number, a command related to the change mode random number separator information, etc.) in the command transmission buffer MT10 for transmission to the sub-main control unit SM (transmitted to the sub-main control unit SM by the control command transmission process of step...
Claims
[Claim 1] A starting hole through which the game ball can enter; a big prize opening that can be in a closed state or an open state; an identification information display unit capable of displaying identification information; A main gaming section that controls the progress of a game; A performance display unit capable of displaying a performance; An operating member that is an operable member; A sub-game unit that controls the performance display on the performance display unit; Equipped with The main gaming department is A random number acquisition means for acquiring a random number based on a ball entering a starting hole; an identification information display control means for controlling the identification information display unit to variably display the identification information and then to statically display the identification information based on the random number acquired by the random number acquisition means; a special game control means for executing a special game in which a unit game in which the big prize opening is opened is repeated a plurality of times after the identification information is stopped and displayed in a predetermined manner; Equipped with The sub-game section is A performance display content control means for controlling the performance display content displayed on the performance display unit Equipped with A post-operation performance can be executed by operating the operation member during execution of a promotion performance that encourages the operation of the operation member, In response to the satisfaction of a first condition regarding the game status, a predetermined suppression notification can be executed to notify the player that a suppression state in which the game is not proceeding is being established; In response to the satisfaction of a second condition related to a game state, a predetermined prior suppression notification can be executed to notify that the possibility of satisfying the first condition has increased; The operation member is provided with a light emitting means capable of emitting light, a light emitting device configured to end a light emitting mode of the light emitting means immediately before the first condition is satisfied in a first situation in which the light emitting mode of the light emitting means is a certain light emitting mode when the first condition is satisfied, a second condition is satisfied in a second situation in which a light emission mode of the light-emitting means immediately before the second condition is satisfied is a certain light emission mode, and the certain light emission mode is maintained without being terminated; During the execution of the special game, when the cumulative value of the number of game values granted to the player by the game ball entering the large prize opening reaches a specific value, a specific value corresponding display can be displayed, which indicates that the cumulative value of the number of game values granted to the player by the game ball entering the large prize opening has reached the specific value; When the specific value corresponding display is displayed during the execution of the special game, the specific value corresponding display is configured to be displayed while being accompanied by a predetermined operation; The specific value corresponding display includes a specific display showing a number related to the number of game values to be given to the player, and is configured such that, even if a game ball enters a big prize opening while the specific value corresponding display is being displayed during the execution of a special game, the number shown in the specific display in the specific value corresponding display does not change; The first condition is that information on the difference between the number of game values to be awarded and the number of game values to be used reaches a first specified value; the second condition is that the information about the difference number reaches a second specified value that is a numerical value smaller than the first specified value; During the execution of a special game, when one game ball has entered the large prize opening, the information relating to the difference number has reached the second specified value, and the predetermined advance suppression notification has been executed, and when one more game ball enters the large prize opening, the cumulative value of the number of game values to be awarded to the player as a result of the game ball entering the large prize opening will reach the specific value, if a power outage occurs and the power is subsequently turned on without a RAM clear operation to restore the power outage, the specific value corresponding display is not displayed even if one game ball has entered the large prize opening, and the predetermined advance suppression notification is not executed. Both the specific value corresponding display and the predetermined prior suppression notification are configured to be displayable on the performance display unit, and when the specific value corresponding display and the predetermined prior suppression notification are displayed simultaneously, the specific value corresponding display is configured not to be displayed in front of the predetermined prior suppression notification. A pachinko gaming machine characterized by the above.
Citation Information
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