Gaming Machines

The gaming machine addresses the lack of innovative features by incorporating a performance control system that offers dynamic gameplay elements, enhancing player engagement and interest.

JP7680750B2Active Publication Date: 2025-05-21KYORAKU IND CO LTD

Patent Information

Application Number
JP2022106033
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-05-21
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative features to enhance game interest and player engagement.

Method used

A gaming machine with a judgment means and a performance control means that can operate in two modes, displaying various performances such as role operations, variation performances, emphasis performances, and reel performances, with adjustable display cycles and sound settings.

Benefits of technology

The solution effectively enhances game interest and player engagement by providing dynamic and interactive gameplay elements, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine can execute a variation performance in which a performance symbol is variably displayed and then stopped and displayed according to a variation display and stop display of a special symbol. In the variation performance, the game machine can execute an emphasis performance that emphasizes the performance symbol, and execute a specific notification regarding performance effect. In a specific variation performance, the game machine can restrict the emphasis performance and execute the specific notification.SELECTED DRAWING: Figure 223
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Description

[Technical field]

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

[0002] In a gaming machine, for example, Patent Document 1 describes a technique for producing effects using a display screen or the like. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-033816 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in gaming machines such as those described in the above patent documents, there was room for further improvement in presentation in terms of increasing the interest of the game.

[0005] An object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0006] The present invention, which achieves the above object, is realized as a gaming machine as follows. This gaming machine (e.g., a pachinko gaming machine 100) is a gaming machine capable of executing a special game advantageous to a player, and includes a judgment means (e.g., a game control unit 200) for making judgments, and a performance control means (e.g., a performance control unit 300) for controlling performance, and the performance control means can be set to either a first mode or a second mode, can display information display corresponding to game information, can display a predetermined text image, can execute a role performance that operates a movable means, can execute a variation performance that displays a performance pattern in a variable manner and then stops the display, and in the variation performance, can execute a first emphasis performance that emphasizes the performance pattern, can execute an operation performance that encourages an operation of an operation means, and can execute a second emphasis performance that emphasizes the operation performance. The operation performance includes a first operation performance and a second operation performance, and the second emphasis performance can execute a first operation emphasis performance executed in the first operation performance and a second operation emphasis performance executed in the second operation performance, and the display cycle of the first operation emphasis performance and the display cycle of the second operation emphasis performance can be made different, and a reel emphasis performance that emphasizes the reel performance can be executed, and the reel performance includes a first reel emphasis performance and a second reel emphasis performance, and the reel emphasis performance includes a first reel emphasis performance executed in the first reel performance and a second reel emphasis performance executed in the second reel performance, and the display cycle of the first reel emphasis performance and the display cycle of the second reel emphasis performance can be made different, and the second reel emphasis performance is more likely to be executed when the second operation performance is executed than when the first operation performance is executed, It is possible to execute a specific notification regarding a performance effect, it is possible to limit the first emphasis performance in a specific variable performance, it is possible to execute the specific notification, it is possible to make the sound during execution of the second emphasis performance different between when the first mode is set and when the second mode is set, and it is possible to make the notification sound regarding the specific notification common both when the first mode is set and when the second mode is set.

[0007] It should be noted that the above reference numerals in this section are given as examples in explaining the present invention, and the present invention is not restricted by these reference numerals. Effect of the Invention

[0008] According to the present invention, interest in games can be improved. [Brief description of the drawings]

[0009] [Figure 1] 1 is a schematic front view of a pachinko gaming machine according to the present embodiment. [Diagram 2] 2 is a rear view of the pachinko game machine as seen from the rear. FIG. [Diagram 3](a) is an enlarged view showing an example of a display disposed at the bottom left of the game board, (b) is a partial plan view of a pachinko game machine, and (c) is an enlarged view showing an example of a sub-information display disposed at the bottom left of the game board. [Figure 4] A diagram showing the internal configuration of a control unit of a pachinko game machine of this embodiment. [Diagram 5] 2 is an explanatory diagram of an image / audio control unit and a lamp control unit of the present embodiment. FIG. [Figure 6] 2 is a block diagram showing the functional configuration of a game control unit of the present embodiment. FIG. [Figure 7] 13 is a flowchart showing the operation of basic processing by a game control unit. [Figure 8] 10 is a flowchart showing the operation of the game control unit during power interruption processing. [Figure 9] 13 is a flowchart showing the main control process of the game control unit. [Figure 10] 13 is a flowchart showing the contents of the start port switch processing. [Figure 11] 13 is a flowchart showing the contents of a gate switch process. [Figure 12] A flowchart showing the contents of the second large prize winning port switch processing. [Figure 13] 13 is a flowchart showing the contents of special symbol processing. [Figure 14] 13 is a flowchart showing the contents of the big win determination process. [Figure 15] 13 is a flowchart showing the contents of the variation pattern selection process. [Figure 16] 13 is a flowchart showing the contents of processing during a stop. [Figure 17] 13 is a flowchart showing the contents of a customer waiting setting process. [Figure 18] 13 is a flowchart showing the contents of normal pattern processing. [Figure 19] 13 is a flowchart showing the contents of the first large prize slot processing. [Figure 20] A flowchart showing the contents of the second large prize winning port processing. [Figure 21] It is a flowchart showing the content of the game state setting process. [Figure 22] It is a flowchart showing the content of the electric tulip process. [Figure 23] It is a diagram showing a configuration example of the random numbers used in this embodiment. (a) is a diagram showing a configuration example of the jackpot random number, (b) is a diagram showing a configuration example of the jackpot symbol random number, (c) is a diagram showing a configuration example of the small win symbol random number, (d) is a diagram showing a configuration example of the reach random number, and (e) is a diagram showing a configuration example of the win random number. [Figure 24] It is a diagram showing a setting example of the variation pattern and the table used in the variation pattern selection process. [Diagram 25] It is a diagram showing a setting example of the variation pattern and the table used in the variation pattern selection process. [Figure 26] It is a block diagram explaining the configuration example of the RAM of the game control unit. (a) is a block diagram showing the configuration of the storage area, and (b) is a block diagram showing the configuration of each of the storage units shown in (a). [Figure 27] It is a block diagram explaining the configuration example of the RAM of the effect control unit. (a) is a block diagram showing the configuration of the pending storage area, and (b) is a block diagram showing the configuration of each of the storage units shown in (a). [Figure 28] It is a flowchart showing the content of the preliminary determination process. [Figure 29] It is a diagram showing a setting example of the preliminary determination pattern and the table used in the preliminary determination process. [Diagram 30] It is a diagram showing a setting example of the preliminary determination pattern and the table used in the preliminary determination process. [Diagram 31] It is a flowchart showing the operation of the effect control unit. (a) is a diagram showing the main process, and (b) is a diagram showing the interrupt process. [Diagram 32] It is a flowchart showing the content of the command reception process. [Diagram 33] It is a flowchart showing the content of the preliminary determination effect selection process and the effect selection process in FIG. 32. [Diagram 34] 33 is a flowchart showing the contents of the big win effect selection process of FIG. 32. [Diagram 35] 33 is a flowchart showing the contents of the ending effect selection process of FIG. 32. [Diagram 36] 33 is a flowchart showing the contents of a customer waiting command receiving process in FIG. 32. [Figure 37] 13 is a flowchart showing the contents of a specific time-saving related performance process. [Figure 38] 13 is a flowchart showing the contents of effect button processing. [Figure 39] This is a pre-determined presentation pattern table used when a gaming ball enters the first starting hole in a normal gaming state. [Diagram 40] This is a pre-determined presentation pattern table used when a gaming ball enters the second starting hole in a special time-saving gaming state. [Diagram 41] This is a variable presentation pattern table used when a variable presentation is performed based on a winning entry into the first starting port during normal game play. [Diagram 42] This is a variable presentation pattern table used when a variable presentation is performed based on a winning entry into the second starting port during a special time-saving game state. [Diagram 43] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Diagram 44] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Diagram 45] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 46] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 47] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 48] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 49] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 50] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 51] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 52] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 53] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 54] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 55] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 56] 13A is a diagram showing the execution timing of each notification in the first left hit notification, and FIG. 13B is a diagram showing the execution timing of each notification in the second left hit notification. [Figure 57] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 58] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 59] A diagram showing the display timing of each effect image in the second right hit image, and the output timing of the right hit sound effect and right hit sound. [Figure 60] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 61] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 62] A diagram showing the execution timing of each effect in the button effect. [Figure 63] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 64] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 65] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 66]13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 67] A diagram showing the execution timing of each effect in the button effect. [Figure 68] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 69] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 70] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 71] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 72] A diagram showing the execution timing of each effect in the button effect. [Figure 73] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 74] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 75] A diagram showing the execution timing of each effect in the button effect. [Figure 76] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 77] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 78] A diagram showing the execution timing of each effect in the button effect. [Figure 79] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 80] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 81] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 82] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 83] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 84] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 85] A diagram showing the execution timing of each effect in the button effect. [Figure 86] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 87] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 88] A diagram showing the execution timing of each effect in the button effect. [Figure 89] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 90] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 91] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 92] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 93] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 94] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 95] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 96] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 97] A diagram showing the execution timing of each effect in the button effect. [Figure 98] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 99] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 100] A diagram showing the execution timing of each effect in the button effect. [Figure 101]A diagram showing the execution time and period of each button effect. [Figure 102] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 103] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 104] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 105] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 106] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 107] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 108] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 109] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 110] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 111] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 112] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 113] A diagram showing the execution time of each effect during a reach-time effect. [Fig. 114] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 115] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 116] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 117] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 118] A diagram showing the execution time of each performance in a gimmick performance. [Figure 119] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 120] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 121] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 122] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 123] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 124] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 125] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 126] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 127] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 128] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 129] (1) is a diagram showing the execution time of each effect in the start-up suggestion effect, and (2) is a diagram showing the execution time of each effect in the ongoing suggestion effect. [Fig. 130] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 131] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 132] A diagram showing the execution timing of each effect in a jackpot effect. [Fig. 133] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 134] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 135] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 136] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 137] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 138] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 139] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 140] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 141] A diagram showing the execution time and period of each effect in a jackpot effect. [Fig. 142] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 143] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 144] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 145] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 146] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 147] FIG. 13 is a diagram showing the relationship between images in relation to the performance. [Fig. 148] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 149] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 150] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 151] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 152] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 153]13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 154] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 155] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 156] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 157] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 158] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 159] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 160] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 161] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 162] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 163] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 164] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 165] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 166] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 167] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 168] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 169] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 170] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 171] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 172] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 173] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 174] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 175] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 176] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 177] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 178] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 179] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 180] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 181] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 182] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 183] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 184] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 185] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 186] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 187] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 188]13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 189] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 190] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 191] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 192] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 193] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 194] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 195] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 196] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 197] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 198] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 199] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 200] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 201] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 202] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 203] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 204] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 205] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 206] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 207] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 208-1] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 208-2] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 209] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 210] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 211] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 212] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 213] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 214] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 215] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 216] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 217] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 218] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 219] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 220] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 221] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 222]13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 223] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 224] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 225] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 226] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 227] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 228] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 229] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 230] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 231] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 232] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 233] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 234] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 235] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 236] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 237-1] A diagram showing a timing chart of the performance when a fluctuation stop command is received by the performance control unit. [Figure 237-2] A diagram showing a timing chart of the performance when the fluctuation stop command is not received by the performance control unit. [Fig. 238]13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 239] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 240] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 241] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 242] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 243] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 244] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 245] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 246] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 247] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 248] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 249] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 250] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 251] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 252] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 253] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 254] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Figure 255] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 256] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 257] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 258] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 259] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 260] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 261] 13 is a diagram showing one aspect of a performance performed by a performance control unit using an image display unit. FIG. [Fig. 262] 1 is a diagram showing the flow of play in a pachinko gaming machine 100. FIG. [Fig. 263] FIG. 13 is a diagram showing a background setting table. [Fig. 264] FIG. 11 is a diagram showing an example of a displayed background image. [Fig. 265] FIG. 13 is a diagram showing a background setting table. [Fig. 266] FIG. 11 is a diagram showing an example of a displayed background image. [Fig. 267] A figure showing a setting table when a special losing pattern stops. [Fig. 268] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 269] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 270] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 271] A diagram showing a gradual display presentation using pending images. [Fig. 272] A diagram showing a gradual display presentation using pending images. [Fig. 273] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 274] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 275] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 276] A diagram showing a gradual display presentation using pending images. [Fig. 277] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 278] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 279] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 280] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 281] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 282] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 283] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 284] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 285] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 286] A diagram showing a gradual display presentation using pending images. [Fig. 287] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 288] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 289] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 290] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 291] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 292] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 293] A diagram showing a gradual display presentation using pending images. [Fig. 294] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 295] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 296] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 297] A diagram showing a gradual display presentation using pending images. [Fig. 298] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 299] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 300] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 301] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 302] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 303] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 304] A diagram showing a gradual display presentation using pending images. [Fig. 305] An explanatory diagram of each effect in variable effect example 9. [Fig. 306] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 307] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 308] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 309] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 310] An explanatory diagram of each performance in variable performance example 10. [Fig. 311] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 312] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 313] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 314] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 315] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 316] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 317]FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 318] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 319] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 320] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 321] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 322] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 323] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 324] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 325] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 326] A diagram showing a gradual display presentation using pending images. [Fig. 327] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 328] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 329] An explanatory diagram of each performance in variable performance example 14. [Fig. 330] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 331] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 332] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 333] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 334] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 335] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 336] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 337] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 338] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 339] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 340] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 341] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 342] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 343] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 344] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 345] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 346] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 347] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 348] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Figure 349] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. [Fig. 350] FIG. 13 is a diagram showing one aspect of the performance performed by the performance control unit. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (First embodiment) Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. [Basic configuration of gaming machine] FIG. 1 is a schematic front view of a pachinko gaming machine 100 according to the present embodiment. FIG. 2 is a rear view of the pachinko gaming machine 100 when viewed from the rear side. 1 shows a pachinko game machine 100 as an example of a game machine, which is configured to pay out prize balls when a game ball shot out in response to a player's instruction enters a prize ball. The pachinko game machine 100 includes a game board 110 from which the game balls are shot out, and a frame member 150 that surrounds the game board 110. The game board 110 is detachably attached to the frame member 150.

[0011] The game board 110 is provided with a game area 111 on the front side for playing with game balls, a rail member 112 forming a path along which game balls launched from below rise toward an upper position of the game area 111, and a guide member 113 on the right side of the game area 111 for guiding the game balls. In this embodiment, an image display unit 114 that displays various images for effects is disposed in a position of the game area 111 that is easily visible to the player. This image display unit 114 has a display screen such as a liquid crystal display, and displays, for example, decorative patterns for notifying the player of the lottery result (pattern variation result) of the special pattern lottery as the player progresses through the game, and displays effect images due to the appearance of characters and items. In addition, the image display unit 114 is provided with a plurality of layers as layers on which images are displayed, and an image is displayed on each of the plurality of layers. In addition, the front of the game board 110 is provided with three movable parts 115 and a board lamp 116 used for various effects. The three movable parts 115 are arranged in a row in the left-right direction on the upper side of the image display unit 114. When the three movable parts 115 are described individually, the movable part 115 arranged on the left side is referred to as the "left movable part 115A". The movable part 115 arranged in the center is referred to as the "middle movable part 115B". The movable part 115 arranged on the right side is referred to as the "right movable part 115C". When the three movable parts 115 are not particularly distinguished from each other, they are simply referred to as the movable part 115. When the left movable part 115A, the middle movable part 115B, and the right movable part 115C are described collectively, they are referred to as the "three movable parts 115". The movable role object 115 performs various effects by moving on the game board 110. Also, the board lamp 116 performs various effects by emitting light.

[0012] In the game area 111, there are arranged game nails and windmills (not shown) for changing the direction in which the game balls fall. In addition, in the game area 111, various devices related to winning prizes and lotteries are arranged at predetermined positions. In addition, in the game area 111, there is arranged an outlet 117 for discharging game balls that have been shot into the game area 111 but have not won in a winning hole to the outside of the game area 111. In addition, the pachinko game machine 100 is equipped with an out-ball detection switch (SW) 227 (see FIG. 4 described later) for detecting out-balls consisting of game balls that flow into the outlet 117.

[0013] In this embodiment, as various prize-winning and lottery-related accessories, a first start hole 121 and a second start hole 122 that start a special symbol lottery (jackpot lottery) when a game ball wins, and a start gate (hereinafter simply called a gate) 124 that starts a normal symbol lottery (opening and closing lottery) when a game ball passes through are arranged on the game board 110. In FIG. 1, the gates 124 are provided on the left and right of the game area 111, and the gate 124 on the left side is written as 124L, and the gate 124 on the right side is written as 124R. The first start hole 121 and the second start hole 122 here refer to the winning hole that triggers the operation of a predetermined special symbol display device. Specifically, the first start hole 121 and the second start hole 122 are provided with switches (first start hole switch 211 and second start hole switch 212 described later) that detect the passage of the game ball when a winning prize is awarded. When the game ball wins the first start hole 121 or the second start hole 122, the switch detects the passage of the game ball, which becomes a trigger for activating the special symbol display device.

[0014] The second starting hole 122 is provided with an electric tulip (opening / closing member) 123 as a normal electric device in which a pair of tulip-shaped wings are opened and closed by an electric solenoid and light up. The electric tulip 123 is configured such that when the wings are closed, it is difficult for the game ball to enter the second starting hole 122, but when the wings are opened, the entrance of the second starting hole 122 is enlarged, making it easier for the game ball to enter the second starting hole 122. When the normal symbol lottery is won, the electric tulip 123 opens its wings for a specified time (for example, 0.15 to 1.8 seconds) and a specified number of times (for example, 1 to 3 times) while lighting up or blinking.

[0015] The pachinko game machine 100 has, as game states, a no-electric support state in which there are fewer chances of winning at the second starting hole 122, and an electric support state in which there are more chances of winning at the second starting hole 122 than in the no-electric support state. And, under a predetermined condition, for example, triggered by a jackpot or the number of times of drawing a special pattern, the machine is controlled to either the no-electric support state or the electric support state. The electric support state is a game state controlled by, for example, shortening the normal pattern variation time, extending the opening time of the electric tulip 123, or increasing the probability of winning the normal pattern drawing, either one or a combination of the above. The pachinko game machine 100 has, as game states, a no-time-reduction state in which the special symbol variation time is long, and a time-reduction state in which the special symbol variation time is shorter than that of the no-time-reduction state. Here, the time-reduction state is a state more advantageous to the player than the no-time-reduction state. In this embodiment, the electric support state and the time-saving state are controlled simultaneously. In the following description, the electric support state and the time-saving state are simply referred to as the time-saving state, and the non-electric support state and the non-time-saving state are simply referred to as the non-time-saving state.

[0016] In this embodiment, as other roles related to winning and lottery, the first large prize opening 125 and the second large prize opening 126 as special electric roles that open according to the result of the special pattern lottery, and the normal prize opening 127 that does not perform a lottery even if the game ball wins are arranged on the game board 110. The first large prize opening 125 is provided with a first large prize opening door 125D that opens and closes the first large prize opening 125. The second large prize opening 126 is provided with a second large prize opening door 126D that opens and closes the second large prize opening 126. In the following description, the opening and closing state and opening and closing operation of the first large prize opening door 125D may be described as the opening and closing state and opening and closing operation of the first large prize opening 125 for convenience. In addition, in the following description, the open / closed state and opening / closing operation of the second large prize opening door 126D may be described for convenience as the open / closed state and opening / closing operation of the second large prize opening door 126D. In this embodiment, a display 130 is disposed at the bottom left of the game board 110 to display the lottery results and the number of reserved balls.

[0017] In the pachinko game machine 100 shown in FIG. 1, the second start hole 122 equipped with the electric tulip 123, the gate 124R, the first large prize hole 125, and the second large prize hole 126 are arranged in the right area of ​​the game area 111. Therefore, in the pachinko game machine 100 of this embodiment, when trying to win the second start hole 122, the gate 124R, the first large prize hole 125, the second large prize hole 126, etc., the game ball is made to flow down to the right area of ​​the game area 111. Here, the left area of ​​the game area 111 is regarded as the first game area. Also, the right area of ​​the game area 111 is regarded as the second game area. In the illustrated example, the second start opening 122 with the electric tulip 123, the gate 124R, the first large winning opening 125, and the second large winning opening 126 are arranged in the right area of ​​the game area 111, but this is not limited to the above. The second start opening 122 with the electric tulip 123, the gate 124R, the first large winning opening 125, and the second large winning opening 126 may be arranged in the left area of ​​the game area 111, and the first start opening 121, the gate 124L, and the normal winning opening 127 may be arranged in the left area of ​​the game area 111. In this case, the right area of ​​the game area 111 is regarded as the first game area. Also, the left area of ​​the game area 111 is regarded as the second game area.

[0018] In addition, on the back surface of the game board 110, there are attached a game control board 200B which judges whether a special symbol has been won, and a performance control board 300B which controls the overall performance. In addition, the performance control board 300B is provided with a back volume adjustment volume 300S. The back volume adjustment volume 300S is a switch used to adjust the volume of the sound output from the speaker 156 (described later) from the back side of the pachinko game machine 100. The back volume adjustment volume 300S of this embodiment is provided so that the volume can be adjusted to any one of ten levels from "1" to "10". In addition, the back volume adjustment volume 300S is provided so as to be rotatable, and the volume can be adjusted one level at a time by rotating the volume. For example, when the back volume adjustment volume 300S is set to volume "3", if the back volume adjustment volume 300S is rotated clockwise to set the volume to "4", the volume is set to "4" in the performance control unit 300. In addition, when the back volume adjustment volume 300S is set to volume "3", if the back volume adjustment volume 300S is rotated counterclockwise to set the volume to "2", the volume is set to "2" in the performance control unit 300. In this embodiment, the administrator of the pachinko gaming machine 100 can operate the background sound volume adjustment volume 300S by opening the board case 300C that houses the performance control board 300B.

[0019] In this embodiment, the sound volume is set to one of seven levels, "1" to "7," in the performance control unit 300. The volume settings of "1" to "7" in the background sound volume adjustment volume 300S correspond to the volumes "1" to "7" in the performance control unit 300, respectively. The volume settings of "8" to "10" in the background sound volume adjustment volume 300S all correspond to the volume "8" in the performance control unit 300.

[0020] Also, on the back side of the game board 110, various boards and the like (not shown) are attached, such as an image control board for controlling the effects by images and sounds, and a lamp control board for controlling the effects by various lamps and movable role objects 115. Also, on the back side of the game board 110, a connector 200C for connecting the game control board 200B and the effect control board 300B, and a switching power supply (not shown) for converting the supplied 24V AC power to DC power and outputting it to various boards and the like are arranged. The connector 200C is provided with a plurality of wires (not shown) for connecting the game control board 200B and the effect control board 300B.

[0021] The frame member 150 is equipped with a launching device (not shown) that electrically launches game balls at a predetermined time interval (for example, 100 balls per minute) with a ball-hitting force according to the angle of operation when the player touches the handle 151 and rotates the lever 152 clockwise. The frame member 150 also includes a supplying device (not shown) that supplies game balls to the launching device one by one in sequence at a timing linked to the player's operation of the lever 152, and a tray 153 that temporarily stores the game balls supplied by the supplying device to the launching device. Balls are paid out to the tray 153 by a payout unit, for example. In this embodiment, the plate 153 is configured as an integrated upper and lower plate, but a configuration example in which the upper plate and the lower plate are separated is also considered. Also, a configuration example in which the handle 151 of the launching device is made to emit light under a predetermined condition is also considered.

[0022] The frame member 150 also has a stop button 154 for temporarily stopping the launch of the game balls even when the player is touching the handle 151 of the launching device, and an ejection button 155 for dropping the game balls accumulated in the tray 153 into a box (not shown) and removing them. The frame member 150 also includes a speaker 156 and a frame lamp 157 that notify the game status and situation of the pachinko gaming machine 100 and perform various effects. The speaker 156 performs various effects using music, voice, and sound effects. The frame lamp 157 is composed of a light-emitting body such as an LED, and performs various effects using light with patterns of lighting and blinking, differences in light emission color, etc. It should be noted that the frame lamp 157 may be configured in a way that allows effects to be performed by changing the direction of light irradiation. Furthermore, the frame member 150 is provided with a transparent plate (not shown) for separating the game board 110 from the player.

[0023] Figure 3 is a diagram illustrating a pachinko gaming machine 100 according to this embodiment, where Figure 3(a) is an enlarged view showing an example of a display 130 disposed at the bottom left of the gaming board 110, Figure 3(b) is a partial plan view of the pachinko gaming machine 100, and Figure 3(c) is an enlarged view showing an example of a sub-information display 80 disposed at the bottom left of the gaming board. As shown in FIG. 3(a), the display 130 of the pachinko game machine 100 includes a first special symbol display 221 that operates in response to winning at the first start port 121, a second special symbol display 222 that operates in response to winning at the second start port 122, and a normal symbol display 223 that operates in response to passing through the gate 124. The first special symbol display 221 displays the lottery result by displaying a special symbol in a variable manner and then stopping it, based on the winning at the first start port 121. The second special symbol display 222 displays the lottery result by displaying a special symbol in a variable manner and then stopping it, based on the winning at the second start port 122. The first special symbol display 221 and the second special symbol display 222 perform cycle fluctuations (cycle display) in which the change in the display mode is one cycle (=256 ms) multiple times, and stop display when the special symbol fluctuation time has elapsed. The normal symbol display 223 displays the lottery result by displaying the normal symbol variably and then stopping it based on the game ball passing through the gate 124. In this embodiment, the first special symbol display 221 and the second special symbol display 222 are each composed of a display device with an array of LEDs, and the lottery result of the special symbol lottery is displayed depending on the lighting mode of the LEDs. Similarly, the normal symbol display 223 is also composed of a display device with an array of LEDs, and the lottery result of the normal symbol lottery is displayed depending on the lighting mode of the LEDs.

[0024] The display 130 also includes a first special symbol reserved indicator 218 that operates in response to reserved balls in the first special symbol display 221, a second special symbol reserved indicator 219 that operates in response to reserved balls in the second special symbol display 222, and a normal symbol reserved indicator 220 that operates in response to reserved balls in the normal symbol display 223. In this embodiment, the first special symbol reserved indicator 218, the second special symbol reserved indicator 219, and the normal symbol reserved indicator 220 are each constituted by a display device having an array of LEDs, and the number of reserved balls is displayed by the lighting state of the LEDs.

[0025] Here, the reservation will be explained. If a game ball enters the first start hole 121 or the second start hole 122 during the variable display operation of the special symbol (while the variable display for one winning is being performed), the variable display operation of the special symbol based on the later winning cannot be started because the special symbol is changing. Therefore, the later winning is stored up to a specified number (for example, four), and the right to start the special symbol for the winning game ball is reserved until the variable display operation for the previously winning game ball is completed. The same processing is performed for normal symbols as for special symbols. The fact that such a reservation has been made and the number of reservations (unchanged number) are displayed on the first special symbol reservation indicator 218, the second special symbol reservation indicator 219, and the normal symbol reservation indicator 220.

[0026] Furthermore, the display 130 includes a status indicator 224 that displays the status of the pachinko gaming machine 100. In this embodiment, the status indicator 224 is configured as a display device with two LEDs arranged in an array. One of the two LEDs lights up to indicate whether the status of the pachinko gaming machine 100 is in a time-saving state in which the special symbol variation time is short. The other LED lights up to indicate whether the status is favorable to the player by hitting to the right (by changing the hitting force of the gaming ball).

[0027] The display 130 also includes a round number display 225 that displays the number of rounds when the first big winning port 125 is activated in a big winning game that is performed according to the result of the special symbol lottery. The big winning game will be described later. The round number display 225 is composed of a display device with an array of LEDs, and the number of rounds when the first big winning port 125 is activated in a big winning game is displayed by the lighting state of the LEDs.

[0028] The display 130 also includes a status indicator 226. The status indicator 226 is made up of one LED and is for indicating that a setting change mode or a setting check mode, which will be described later, is set. When the setting change mode or the setting check mode is entered, the LED starts to light up, and when the setting change mode or the setting check mode is ended, the LED goes out. In this way, since the status indicator 226 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or the setting check mode is set. The status indicator 226 may be provided at any position other than the front (surface) of the pachinko gaming machine 100.

[0029] In this embodiment, the same display mode (illuminated display) is used regardless of whether the setting change mode or the setting confirmation mode is set, but the display may be made so that it is possible to recognize which mode the setting is set in. For example, the status confirmation indicator 226 may be illuminated in the setting change mode and flashed in the setting confirmation mode, or vice versa.

[0030] In this embodiment, the status confirmation indicator 226 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may be used in combination with other indicators. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 221, the second special symbol indicator 222, the first special symbol reserved indicator 218, the second special symbol reserved indicator 219, the round number indicator 225, the status indicator 224, etc. are turned off, so one or more LEDs of these indicators may be turned on.

[0031] The frame member 150 of the pachinko game machine 100 is provided with an input device for a player to input for effects. As shown in FIG. 3(b), in this embodiment, as an example of an input device, an effect button 161 and an effect key 162 consisting of a plurality of keys arranged in a substantially cross shape adjacent to the effect button 161 are arranged on the frame member 150. In the illustrated example, consider a case where an effect is performed in which an operation to select one image from a plurality of images is accepted. In this case, for example, a player can operate the effect key 162 consisting of four keys arranged in a cross shape to indicate one of a plurality of images displayed on the image display unit 114, and operate the effect button 161 to select the indicated image. In addition, as the form of the input device, in addition to the illustrated effect button 161 and effect key 162, various input forms such as a lever or a handle can be adopted depending on the content of the effect.

[0032] In addition, the pachinko game machine 100 of this embodiment is equipped with a sub-information display 80 inside the game area 111, which consists of a sub-first change display device 81, a sub-second change display device 82, a sub-first hold display device 83, a sub-second hold display device 84, a sub-regular change display device 85, a sub-regular hold display device 86, and a sub-right-hit display device 87. The sub-information display 80 is basically composed of LEDs and is designed to be dynamically lit. The sub-information display 80 is not provided with an indicator such as the status check indicator 226 that indicates that the sub-information display 80 is in a setting change mode or setting check mode.

[0033] The sub-first variable indicator 81 is for displaying (informing) whether or not the first special symbol is being displayed, and the sub-second variable indicator 82 is for displaying (informing) whether or not the second special symbol is being displayed, and each is composed of one LED. When the corresponding special symbol starts to be displayed, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), and lights up when the corresponding special symbol is displayed stationary. In other words, the sub-first variable indicator 81 and the sub-second variable indicator 82 repeatedly perform a cyclic display with one flash being one cycle (=1 second), and light up when the corresponding special symbol is displayed stationary.

[0034] In addition, the result of the special symbol big win determination may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be turned on in the case of a big win, and turned off in the case of a miss.

[0035] The sub-first hold indicator 83 is for displaying the number of first hold information (first hold number) described later, and the sub-second hold indicator 84 is for displaying the number of second hold information (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED flashes and the right LED is turned on when the hold number is "3", and when the hold number is "4", the left and right LEDs flash.

[0036] The sub-regular symbol variation indicator 85 is for displaying (informing) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED blinks (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode showing the result of the winning lottery (lights up in the case of a win, turns off in the case of a loss) is displayed in a static state.

[0037] In addition, in order to make it possible to know only whether or not the sub-regular pattern change display 85 is displaying a change in the regular pattern, the sub-regular pattern change display 85 may be configured to flash while displaying a change in the regular pattern, and to light up or go out when the regular pattern is displayed as stopped.

[0038] The sub-regular map reservation indicator 86 is for displaying the number of reserved regular map memories (regular map reservation number) and is composed of two LEDs. When the regular map reservation number is "0", the left and right LEDs are turned off, when the regular map reservation number is "1", the left LED is turned on and the right LED is turned off, when the regular map reservation number is "2", the left LED is turned on, when the regular map reservation number is "3", the left LED is blinking and the right LED is turned on, and when the regular map reservation number is "4", the left and right LEDs are blinking.

[0039] The sub right hit indicator 87 is for encouraging the player to shoot the game ball toward the right side of the game area 111 (so-called right hit), and is composed of one LED. The LED is turned on during a big win state (special game) and a time-saving game state, and is turned off in other game states.

[0040] [Configuration of the control unit] Next, a control unit that controls the operation and processes signals in the pachinko gaming machine 100 will be described. FIG. 4 is a block diagram showing the internal configuration of the control unit of the pachinko gaming machine of this embodiment. FIG. 5 is an explanatory diagram of the image / audio control unit and the lamp control unit of this embodiment.

[0041] As shown in Fig. 4, the control unit includes a game control unit 200 as a game control means for determining whether a special symbol has won, etc. Also, as a performance control means, the control unit includes a performance control unit 300 for overall control of the performance, and a payout control unit 330 for controlling the payout of payout balls.

[0042] [Game control unit configuration and functions] The game control unit 200 includes a CPU 201 which performs calculations when determining whether a special symbol has been won, a ROM 202 which stores programs to be executed by the CPU 201 and various data, and a RAM 203 which is used as a working memory for the CPU 201, etc.

[0043] The game control unit 200 controls the game state of the pachinko game machine 100 to either a no-time-reduction state or a time-reduction state. The game state of the pachinko game machine 100 in the no-time-reduction state may be referred to as a normal game state below. Also, the game state of the pachinko game machine 100 in the time-reduction state may be referred to as a time-reduction game state below. Also, in this embodiment, the time-reduction game state includes a special time-reduction game state and a specific time-reduction game state. The special time-reduction game state is a game state controlled via a jackpot game. Also, the specific time-reduction game state is a game state controlled by the number of times that the special symbol variable display executed from the establishment of a predetermined condition (execution of RAM clear, reset of the number of variations) reaches a specific number (300 times in this embodiment). As a result, the gaming state of the pachinko gaming machine 100 becomes one of a normal gaming state, a special time-saving gaming state, and a specific time-saving gaming state. The gaming control unit 200 switches between the normal gaming state and the special time-saving gaming state based on a predetermined condition. The gaming control unit 200 also switches between the normal gaming state and the specific time-saving gaming state based on a predetermined condition. The gaming control unit 200 also switches between the specific time-saving gaming state and the special time-saving gaming state based on a predetermined condition. The gaming control unit 200 also performs control in the time-saving gaming state to increase the probability of winning the normal symbol lottery compared to the normal gaming state, to shorten the normal symbol variation time, to extend the opening time of the electric tulip 123, and the like.

[0044] The game control unit 200 performs a special symbol lottery when a game ball enters the first start hole 121 or the second start hole 122. Then, a special game such as a big win game or a small win game is performed according to the result of the special symbol lottery. In the big win game, the game control unit 200 controls the round in which the first big win hole 125, which is a special electric role, maintains an open state until a predetermined condition (for example, 29.5 seconds have passed or 10 game balls have entered) is satisfied, so as to be repeated a predetermined number of times. Then, the game control unit 200 controls the interval between opening and closing operations when the first big win hole 125 opens. In addition, in the small win game, the game control unit 200 controls the round in which the second big win hole 126, which is a special electric role, maintains an open state until a predetermined condition (for example, 0.9 seconds have passed) is satisfied, so as to be repeated a predetermined number of times (for example, twice). The game control unit 200 controls the interval between the opening and closing operations when the second big winning opening 126 is opened.

[0045] In addition, the game control unit 200 performs a normal symbol lottery when the gaming ball passes through the gate 124. Then, the game control unit 200 controls the operation of the electric tulip according to the determination result of the normal symbol lottery. In addition, the game control unit 200 sets holds that occur when the game ball enters the first start hole 121 or the second start hole 122 during special pattern change, and holds that occur when the game ball passes through the gate 124 during normal pattern change. Furthermore, the game control unit 200 sends information related to game control, such as the results of the special pattern lottery and the normal pattern lottery, information on changing the time-saving state to no time-saving state, and hold setting information, to the performance control unit 300 via the connector 200C (see Figure 2) using commands described later.

[0046] Furthermore, when a game ball enters the first start hole 121, the second start hole 122, the first large winning hole 125, the second large winning hole 126, and the normal winning hole 127, the game control unit 200 instructs the payout control unit 330 to pay out a predetermined number of prize balls per game ball according to the place where the game ball entered. For example, the game control unit 200 sends an instruction command (command) to the payout control unit 330 so as to pay out three prize balls when the game ball enters the first start hole 121, four prize balls when the game ball enters the second start hole 122, nine prize balls when the game ball enters the second large winning hole 126, thirteen prize balls when the game ball enters the first large winning hole 125, and ten prize balls when the game ball enters the normal winning hole 127. Even if it is detected that a gaming ball has passed through the gate 124, the payout control unit 330 is not instructed to pay out any prize balls associated with that passage. When the payout control unit 330 pays out prize balls in accordance with an instruction from the game control unit 200, the game control unit 200 obtains information on the number of paid out prize balls from the payout control unit 330. In this way, the number of paid out prize balls is managed. The game control unit 200 can be regarded as a first control means for controlling the progress of the game.

[0047] As shown in FIG. 4, the game control unit 200 is connected to a detection means including a first start port detection unit (first start port switch (SW)) 211 that detects the entry of a game ball into the first start port 121, a second start port detection unit (second start port switch (SW)) 212 that detects the entry of a game ball into the second start port 122, an electric tulip opening / closing unit 213 that opens and closes the electric tulip 123, and a gate detection unit (gate switch (SW)) 214 that detects the passage of a game ball through the gate 124. In addition, the game control unit 200 is connected to a first large prize opening detection unit (first large prize opening switch (SW)) 215 which detects the entry of a game ball into the first large prize opening 125, a first large prize opening door opening / closing unit 216 which sets the first large prize opening door 125D of the first large prize opening 125 to a closed state and a protruding tilted open state, a second large prize opening detection unit (second large prize opening switch (SW)) 209 which detects the entry of a game ball into the second large prize opening 126, a second large prize opening door opening / closing unit 210 which sets the second large prize opening door 126D of the second large prize opening 126 to a closed state and a protruding tilted open state, and a normal prize opening detection unit (normal prize opening switch (SW)) 217 ​​which detects the entry of a game ball into the normal prize opening 127.

[0048] In addition, a magnetic detection sensor 207 that detects abnormal magnetism for a predetermined period of time and a radio wave detection sensor 208 that detects abnormal radio waves for a predetermined period of time are connected to the game control unit 200. The magnetic detection sensor 207 and the radio wave detection sensor 208 are connected to the game control board 200B via wiring (not shown). In addition, the game control unit 200 is connected to a first special pattern reserved display 218 which displays the number of reserved, unchanging symbols that have entered the first start port 121 while the special pattern is changing, a second special pattern reserved display 219 which displays the number of reserved, unchanging symbols that have entered the second start port 122 while the special pattern is changing, and a normal pattern reserved display 220 which displays the number of reserved, unchanging symbols that have passed through the gate 124 while the normal pattern is changing. In addition, the game control unit 200 is connected to a first special pattern display 221 which displays the change in special pattern that occurs when a game ball enters the first starting hole 121 and the result of the special pattern lottery, a second special pattern display 222 which displays the change in special pattern that occurs when a game ball enters the second starting hole 122 and the result of the special pattern lottery, a normal pattern display 223 which displays the change in normal pattern and the result of the normal pattern lottery, and a status display 224 which displays the status of the pachinko game machine 100.

[0049] Then, the detection signals detected by the first start gate switch 211, the second start gate switch 212, the gate switch 214, the first large prize gate switch 215, the second large prize gate switch 209, the normal prize gate switch 217, the magnetic detection sensor 207, and the radio wave detection sensor 208 are sent to the game control unit 200. Also, control signals from the game control unit 200 are sent to the electric tulip opening / closing unit 213, the first large prize gate door opening / closing unit 216, the second large prize gate door opening / closing unit 210, the first special symbol reserve indicator 218, the second special symbol reserve indicator 219, the normal symbol reserve indicator 220, the first special symbol indicator 221, the second special symbol indicator 222, the normal symbol indicator 223, and the status indicator 224. As a result, the game control unit 200 performs various controls related to the number of prize balls to be paid out.

[0050] In addition, on the front side of the gaming control board, there are mounted a RAM clear switch 228 for inputting a signal to clear the memory contents of the RAM 203 of the gaming control unit 200 or to update a setting value which is the stage of the advantageous degree of the game (the probability of determining a jackpot), a setting key switch 229 for inputting a signal to transition to a setting change mode or a setting confirmation mode which will be described later by operating the setting key, an information display 230 for displaying performance information and setting values ​​which enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0051] The information display 230 is composed of four seven-segment displays (230a to 230d, see FIG. 48 described later) arranged in the left-right direction. The two seven-segment displays 230a and 230b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two seven-segment displays 230c and 230d from the right form a numeric segment for displaying numeric information indicating a set value or a value of the performance information. Static lighting is performed when displaying a set value, and dynamic lighting is performed when displaying performance information.

[0052] Furthermore, the game control unit 200 is connected to a board external information terminal board 350 that transmits various information to a host computer (not shown) installed in the hall. The game control unit 200 transmits information regarding the number of paid-out winning balls and information indicating the status of the game control unit 200, etc., obtained from the payout control unit 330, to the host computer via the board external information terminal board 350.

[0053] [Configuration and functions of the payment control unit] The payout control unit 330 is equipped with a CPU 331 which performs calculations when controlling the payout of balls, a ROM 332 which stores programs executed by the CPU 331 and various data, etc., and a RAM 333 which is used as a working memory for the CPU 331, etc. The payout control unit 330 controls the payout of balls based on the command sent from the game control unit 200. Specifically, the payout control unit 330 receives a command from the game control unit 200 to pay out a predetermined number of prize balls according to the location where the game ball entered (such as the first starting hole 121). Then, the payout drive unit 334 is controlled to pay out the number of prize balls specified in the command. The payout drive unit 334 here is composed of a drive motor that sends out game balls from a storage unit for game balls.

[0054] The payout control unit 330 is also connected to a payout ball detection unit 335 that detects the number of prize balls actually paid out from the game ball storage unit by the payout drive unit 334, a ball presence detection unit 336 that detects whether game balls are stored in the storage unit (not shown), and a full tank detection unit 337 that detects whether the tray 153 that holds the game balls used by the player when playing and the paid-out prize balls is full or not. The payout control unit 330 receives detection signals detected by the payout ball detection unit 335, the ball presence detection unit 336, and the full tank detection unit 337, and performs a predetermined process according to these detection signals. Furthermore, the payout control unit 330 is connected to a frame external information terminal board 340 that transmits various information to a host computer installed in the hall. The payout control unit 330 transmits, for example, information on the number of prize balls instructed to be paid out to the payout drive unit 334 and information on the number of prize balls actually paid out detected by the payout ball detection unit 335 to the host computer via the frame external information terminal board 340. The payout control unit 330 also transmits similar information to the game control unit 200.

[0055] [Configuration and functions of the production control unit] The performance control unit 300 comprises a CPU 301 which performs calculations when controlling the performance, a ROM 302 which stores programs to be executed by the CPU 301 and various data, a RAM 303 which is used as a working memory for the CPU 301, and a real-time clock (RTC) 304 which measures the date and time. The performance control unit 300 sets the performance contents based on, for example, the result of the determination of whether or not a special symbol lottery has been won and the variation pattern sent from the game control unit 200. At that time, the performance contents corresponding to the operation input may be set in response to an operation input from the user using the performance button 161 or the performance key 162. In this case, for example, a signal (operation signal) corresponding to the operation is received from a controller (not shown) such as the performance button 161, and the operation contents identified by this operation signal are reflected in the performance settings. In addition, the performance control unit 300 receives a signal (operation signal) corresponding to the operation of the background volume control volume 300S (see FIG. 2), and reflects the volume identified by this operation signal in the setting of the volume to be output from the speaker 156. Furthermore, when a game is suspended for a predetermined period of time, the performance control unit 300 instructs the setting of a screen display for waiting for customers as one of the performance effects. Furthermore, the performance control unit 300 sets the performance contents based on the time-save no state and time-save state change information received from the game control unit 200. Furthermore, the performance control unit 300 sends commands to the image / audio control unit 310 and the lamp control unit 320 to instruct the execution of the set performance contents. In this way, the performance control unit 300 can execute a performance according to the establishment of a specific condition. The specific condition can be reception of various commands (various signals), the passage of a predetermined period measured by a real-time clock (RTC) 304, etc. The performance control unit 300 can also be regarded as a second control means for controlling the performance. The performance control unit 300 performs performances using various performance elements, such as the board lamp 116, the frame lamp 157, the image display unit 114, the movable role object 115, the speaker 156, the performance button 161, and the like.

[0056] In addition, the performance control unit 300 is connected to an image / audio control unit 310 that controls the performance using images and sound, and a lamp control unit 320 that controls the performance using various lamps and movable props 115.

[0057] [Image / audio control unit configuration and functions] As shown in FIG. 5, the image / audio control unit 310 includes a CPU 311 which performs calculations when controlling the images and sounds which express the performance contents, a ROM 312 which stores programs executed by the CPU 311 and various data, a RAM 313 which is used as a working memory for the CPU 311, a VDP (Video Display Processor) 314, a CGROM 315, and an SNDROM 316.

[0058] Then, based on the command sent from the performance control unit 300, the image / audio control unit 310 controls the image displayed on the image display unit 114 and the sound output from the speaker 156. Specifically, the CGROM 315 stores image data such as pattern images and background images to be displayed on the image display unit 114 during a game, decorative patterns for notifying the player of a lottery result, characters and items for displaying advance notices to the player, etc. Also, the SNDROM 316 stores various kinds of sound data such as music and voices to be output from the speaker 156 in synchronization with the image data or independently of the image data, as well as sound effects such as jingles. Based on the pending number command or variable performance start command sent from the performance control unit 300, the CPU 311 analyzes the animation pattern, creates a display list that summarizes drawing commands, and sends the display list to the VDP 314.

[0059] Based on the display list received from CPU 311, VDP 314 reads out image data and audio data stored in CGROM 315 and SNDROM 316, respectively. Furthermore, VDP 314 performs drawing processing for background image display, pattern image display, pattern image variation, character / item display, and the like using the read image data, and performs audio processing using the read audio data. Then, VDP 314 controls the screen display on image display unit 114 using the image data that has been subjected to drawing processing. Furthermore, VDP 314 controls the audio output from speaker 156 using the audio data that has been subjected to audio processing. In this embodiment, the VDP 314 is configured to perform audio processing in addition to drawing processing, but the present invention is not limited to this, and a separate processor dedicated to audio processing may be provided.

[0060] [Lamp control unit configuration and functions] The lamp control unit 320 includes a CPU 321 which performs calculations when controlling the illumination of the board lamp 116 and the frame lamp 157 and the operation of the movable part 115, a ROM 322 which stores programs executed by the CPU 321 and various data, and a RAM 323 which is used as a working memory for the CPU 321, etc. The lamp control unit 320 controls the lighting / flashing and light color of the board lamp 116 and the frame lamp 157 based on the command sent from the performance control unit 300. It also controls the operation of the movable prop 115.

[0061] Specifically, ROM 322 of lamp control unit 320 stores lighting / blinking pattern data and light color pattern data (light emission pattern data) for board lamp 116 and frame lamp 157 corresponding to the performance content set by performance control unit 300. CPU 321 selects and reads out the light emission pattern data stored in ROM 322 that corresponds to the command sent from performance control unit 300. Then, lamp control unit 320 controls the light emission of board lamp 116 and frame lamp 157 according to the read light emission pattern data. In addition, the ROM 322 of the lamp control unit 320 stores operation pattern data of the movable role object 115 according to the performance content set by the performance control unit 300. The CPU 321 controls the operation of the movable role object 115 according to the read operation pattern data.

[0062] In this embodiment, the game control unit 200, the presentation control unit 300, the image / sound control unit 310, the lamp control unit 320, and the payout control unit 330 are each individually configured in a game control board 200B as a main board arranged on the rear surface of the game board 110, a presentation control board 300B as a sub-board, an image control board, a lamp control board, and a payout control board. 5, the performance button 161, the performance key 162, and the background volume control volume 300S are connected to the performance control unit 300 and controlled by the performance control unit 300, but are not limited to this. The performance button 161, the performance key 162, and the background volume control volume 300S may be connected to the lamp control unit 320 and controlled by the lamp control unit 320.

[0063] [Functional configuration of the game control unit] Next, the functional configuration of the game control unit 200 will be described. Fig. 6 is a block diagram showing the functional configuration of the game control unit 200. As shown in Fig. 6, the game control unit 200 includes a random number acquisition unit 231, a normal symbol determination unit 232, a special symbol variation control unit 233, a special symbol determination unit 234, and a normal symbol variation control unit 236 as functional units for executing various lottery processes. In addition, the game control unit 200 includes a variation pattern selection unit 235 as a functional unit that executes processing associated with the variation of special symbols. Furthermore, the game control unit 200 is equipped with a large prize opening operation control unit 237, an electric tulip operation control unit 238, a prize ball processing unit 239, an output control unit 240, and a random number control unit 241, which are functional units that control the operation of various gimmicks and process data related to prize balls, etc.

[0064] The random number acquisition unit 231 acquires a random number value used in the special symbol lottery and a random number value used in the normal symbol lottery. In the case of the random number value used in the special symbol lottery, specifically, one number (random number value) is selected (acquired) from a predetermined range of numbers for each type of random number, on the condition that a gaming ball has entered the first start hole 121 or the second start hole 122. The acquired random number value is used for the judgment by the special symbol judgment unit 234. Although the details will be described later, the random numbers used in the special symbol lottery include a jackpot random number indicating whether or not there is a jackpot, a pattern random number indicating the type of jackpot, a variation pattern random number, a reach random number, and the like. In the case of the random number value used in the normal symbol lottery, specifically, one number (random number value) is selected (obtained) from a predetermined range of numbers on the condition that the gaming ball has passed through the gate 124. The obtained random number value is used for the determination by the normal symbol determination unit 232. Note that as the random number used in the normal symbol lottery, in addition to the winning random number indicating whether or not there is a win, a pattern random number indicating the type of win or a variation pattern random number may be set. When a special symbol lottery is held, the special symbol variation control unit 233 controls the variation of the special symbol on the first special symbol display device 221 or the second special symbol display device 222 according to the lottery result.

[0065] When the special symbols start to vary, the special symbol determination unit 234 uses a random number table as shown in FIG. 23 described later to determine whether the result of the special symbol lottery is a "jackpot", "the type of jackpot if a jackpot is won", and "whether a small jackpot or a miss if a jackpot is not won". That is, the random number acquisition unit 231 acquires a random number value (game information) related to the special symbol when the passage of the game ball is detected by the first start hole switch 211 or the second start hole switch 212, which is a detection means, and the special symbol determination unit 234 determines whether or not to play a special game (jackpot game, etc.) that is advantageous to the player based on the acquired random number value. The lottery for the special symbol (jackpot lottery) described above refers to the processing in the random number acquisition unit 231 and the special symbol determination unit 234.

[0066] The variation pattern selection unit 235 selects a variation pattern (variation time) of the special symbol displayed on the first special symbol display unit 221 or the second special symbol display unit 222. Specifically, the variation pattern selection unit 235 determines the variation pattern based on the result of the judgment of whether or not to play a big win game and the result of the judgment of whether or not to set a variation pattern (for example, 15.0 seconds or more) that can perform a reach effect in the decorative symbol variation effect accompanying the special symbol variation. Then, based on the variation pattern selected by the variation pattern selection unit 235, the special symbol variation control unit 233 controls the variation of the special symbol. The details of the operation of the variation pattern selection unit 235 and the special symbol variation control unit 233 will be described later. Here, "reach" refers to a presentation that makes the player expect a big win in the decorative symbols described below.

[0067] When the normal symbol starts to vary, the normal symbol determination unit 232 uses a random number table as shown in FIG. 23(e) to determine whether the lottery result of the normal symbol is a win or not. That is, the normal symbol determination unit 232 determines whether or not to play the auxiliary game of opening and closing the electric tulip 123 based on the random number value for the normal symbol lottery acquired by the random number acquisition unit 231. In addition, when multiple types of wins are set in the normal symbol lottery, the normal symbol determination unit 232 determines the "type of win" when the judgment result is a win. The normal symbol lottery is a process performed by the random number acquisition unit 231 and the normal symbol determination unit 232. When a normal symbol lottery is held, the normal symbol variation control unit 236 controls the variation of the normal symbol by the normal symbol display device 223 according to the lottery result. When the normal symbol determination unit 232 determines that the normal symbol lottery results in a "win," the electric tulip operation control unit 238 opens the electric tulip 123 for a specified time and a specified number of times, creating a state in which the game ball can easily win at the second starting hole 122. When the normal symbol determination unit 232 determines that the game ball has lost, the electric tulip operation control unit 238 does not create such an open state of the electric tulip 123. The operation patterns of the electric tulip 123 will be described later, but there are, for example, an operation pattern in which the electric tulip opens once with an opening time of 0.15 seconds, and an operation pattern in which the electric tulip opens three times with an opening time of 1.80 seconds.

[0068] When the special symbol determination unit 234 determines a "big win" in the special symbol lottery, the big prize opening operation control unit 237 controls the opening operation of the first big prize opening 125 in a specified operation pattern based on the type of big prize won as a big prize game. Also, when the special symbol determination unit 234 determines a "small win" in the special symbol lottery, the big prize opening operation control unit 237 opens the second big prize opening 126 for a specified time and a specified number of times as a small prize game. The prize ball processing unit 239 sets commands for managing the number of prizes won for various prize-winning and lottery-related devices and for controlling the payout of prize balls according to the winning combination. The output control unit 240 controls the output of control commands from the game control unit 200 to the performance control unit 300 and the payout control unit 330. The random number control unit 241 updates various random number values ​​acquired by the random number acquisition unit 231 at a predetermined timing.

[0069] [Basic operation of the gaming machine] Next, the basic operation of the pachinko gaming machine 100 will be described. When the power is turned on, the game control unit 200 of the pachinko game machine 100 initializes various devices and sets them as basic processing at startup. After performing the basic processing, the game control unit 200 repeatedly executes main control processing, which is a series of processing related to the progress of the game. When the power is turned off, the game control unit 200 also executes a series of power-off processing.

[0070] FIG. 7 is a flowchart showing the operation of the basic process by the game control unit 200. When the power supply of the pachinko gaming machine 100 is turned on, the game control unit 200 first permits access to the RAM 203 (see FIG. 4) (step (hereinafter, step is abbreviated as "S") 701). Then, the game control unit 200 judges whether a RAM clear switch for clearing the RAM 203 is ON or not (S702). If the RAM clear switch is OFF (No in S702), the game control unit 200 then determines whether or not a backup flag related to the operation when the power is cut off is ON (S703). If the backup flag is ON (Yes in S703), the game control unit 200 then determines whether or not the checksum created when the power was cut off is normal (S704). If the checksum is normal (Yes in S704), the game control unit 200 then executes a recovery process (S705). In this recovery process, the game control unit 200 sets the sub-control means such as the performance control unit 300 in response to recovery from the power-off state. Specifically, the game control unit 200 outputs a command to the performance control unit 300 to set the sub-control means so as to reflect the game state of the pachinko game machine 100 at the time the power was cut off (whether or not a jackpot game is being played, and whether the game is in a normal game state, a special time-saving game state, or a specific time-saving game state). In addition, in this recovery process, the game control unit 200 turns off the backup flag.

[0071] On the other hand, if the RAM clear switch is ON (Yes in S702), the backup flag is OFF (No in S703), or the checksum is abnormal (No in S704), the game control unit 200 then clears the memory contents of the RAM 203 (S706) and sets the working area of ​​the RAM 203 (S707) as an initialization process. The game control unit 200 then outputs a command to the performance control unit 300 to set (initialize) the sub-control means, and sets the sub-board (sub-control means) (S708). Setting the sub-board includes clearing the RAM 303, RAM 313, and RAM 323 mounted on each sub-board.

[0072] After the return process (see S705) is completed, or after the sub-board setting (see S708) is completed, the game control unit 200 sets various counters and timers used for game control (S709). Then, the game control unit 200 repeatedly executes interrupt permission (S710), interrupt prohibition (S711), symbol random number control process (S712), initial value random number update process (S713), and judgment of whether the power cutoff flag is ON or not (S714) as a loop process. Here, the interrupt permission (S710) and the interrupt prohibition (S711) are provided to enable the execution of an interrupt process during the execution of this loop process (S710 to S714). In this embodiment, the main control process in the game control is executed by this interrupt process. The details of the main control process will be described later. In the symbol random number control process (S712), the game control unit 200 updates the variable pattern random number used in the special symbol lottery. In the initial value random number update process (S713), the game control unit 200 updates the initial values ​​of various random number values ​​used in game control. In the judgment of the power cutoff flag, if the power cutoff flag is OFF (No in S714), the power of the pachinko gaming machine 100 is not cut off, and the gaming control unit 200 repeatedly executes the main control process by interruption together with the loop process (S710 to S714). On the other hand, if the power cutoff flag is ON (Yes in S714), the gaming control unit 200 starts the process for cutting off the power of the pachinko gaming machine 100 (processing at the time of power cutoff).

[0073] FIG. 8 is a flowchart showing the operation of the game control unit 200 during power interruption processing. In the power cutoff process, the game control unit 200 first clears the settings of the output ports for various outputs (S801). Next, the game control unit 200 creates a checksum and stores it in the RAM 203 (S802). Next, the game control unit 200 turns on the backup flag (S803), prohibits access to the RAM 203 (S804), and transitions to an infinite loop.

[0074] [Main control process of gaming machine] Next, the main control process of the pachinko gaming machine 100 will be described. In the main control process, the game control unit 200 controls the game in the pachinko game machine 100, and instructs the presentation control unit 300, which is a sub-control means, to control the presentation, and instructs the payout control unit 330 to control the payout of winning balls.

[0075] FIG. 9 is a flowchart showing the main control process of the game control unit 200. The main control process is composed of a series of processes in game control, and is repeatedly executed at preset fixed time intervals (for example, 4 milliseconds). In this embodiment, the game control unit 200 generates an interrupt at preset fixed time intervals, and executes the main control process as interrupt processing when the interrupt is permitted (see S710) in the loop processing shown in Fig. 7. As shown in Fig. 9, in the main control process, random number update processing, switch processing, pattern processing, electric role processing, prize ball processing, and output processing are executed in sequence (S901 to S906).

[0076] In the random number update process (S901), the game control unit 200 calls a function (subroutine) of the random number control unit 241, and updates the values ​​of various random numbers used in game control by the game control unit 200. Details of setting random numbers and updating random value values ​​will be described later.

[0077] The switch processing (S902) includes start port switch processing, gate switch processing, and second large prize port switch processing. In the start hole switch processing, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the first start hole switch 211 and the second start hole switch 212 in Fig. 4, and executes processing for the special symbol lottery when the switch is turned ON. In addition, although details will be described later, when performing pre-determination processing in the first start hole switch 211 and the second start hole switch 212, each function (subroutine) of the special symbol determination unit 234 and the variation pattern selection unit 235 is called, and processing for pre-determination is executed. In the gate switch processing, the game control unit 200 calls the function (subroutine) of the random number acquisition unit 231, monitors the state of the gate switch 214 in FIG. 4, and when the switch is turned ON, executes processing for the normal symbol lottery. In the second big win port processing, the game control unit 200 monitors the state of the second big win port switch 209 in FIG. 4, and when the switch is turned ON, executes processing for playing a big win game. The details of these switching processes will be described later.

[0078] As the symbol processing (S903), special symbol processing and normal symbol processing are performed. In the special symbol processing, the game control unit 200 calls each function (subroutine) of the special symbol change control unit 233, the special symbol determination unit 234, and the change pattern selection unit 235, and executes the special symbol change and processing associated with this pattern change. In the normal symbol processing, the game control unit 200 calls the functions (subroutines) of the normal symbol determination unit 232 and the normal symbol change control unit 236, and executes the normal symbol change and processing associated with this symbol change. The details of these symbol processes will be described later.

[0079] As the electric accessory processing (S904), the first large prize winning port processing, the second large prize winning port processing, and the electric tulip processing are performed. In the first large prize opening processing, the game control unit 200 calls a function (subroutine) of the large prize opening operation control unit 237, and controls the opening operation of the first large prize opening 125, which is a special electric device, based on predetermined conditions. In the second large prize opening processing, the game control unit 200 calls a function (subroutine) of the large prize opening operation control unit 237, and controls the opening operation of the second large prize opening 126, which is a special electric device, based on predetermined conditions. In the electric tulip processing, the game control unit 200 calls a function (subroutine) of the electric tulip operation control unit 238, and controls the opening operation of the electric tulip 123, which is a normal electric role, based on predetermined conditions. The details of these electric accessory processes will be described later.

[0080] In the prize ball processing (S905), the game control unit 200 calls a function (subroutine) of the prize ball processing unit 239, and sets a control command for managing the number of winning balls and for paying out the winning balls according to the winnings.

[0081] In the output process (S906), the game control unit 200 calls a function (subroutine) of the output control unit 240, outputs a command for controlling the performance to the performance control unit 300, and outputs a command for controlling the payout to the payout control unit 330. The command for controlling the performance is generated in each process from S902 to S904, and is stored (set) in a storage area for control commands provided in the RAM 203. The command for controlling the payout is generated in the process of S905, and is stored (set) in a storage area for control commands provided in the RAM 203. The RAM 203 has a storage area set for each type of control command.

[0082] The output control unit 240 checks the storage areas of each control command in RAM 203 in order, and if a control command is stored in each storage area (i.e., if a control command has been generated in the processing of S902 to S905), it reads out the control command and outputs it to the output destination (the performance control unit 300 or the payout control unit 330).

[0083] In this embodiment, as shown in Fig. 9, output processing is performed at the end of a series of main control processing. That is, commands generated in each processing of S902 to S905 by each of the above functions as the first processing means are stored in the corresponding storage area of ​​RAM 203 in each processing. Then, after these processing, output control unit 240 as the second processing means outputs all the commands generated in each processing that are accumulated in the storage area of ​​RAM 203. In other words, in this embodiment, when one cycle of the main control processing is executed, the commands generated in the execution of that one cycle are output after the last command generation in the execution of that one cycle is performed.

[0084] [Modifications of the basic operation of the gaming machine] In the operation example described with reference to Figs. 7 to 9, an interrupt is permitted in the loop processing portion of the basic processing, and a main control processing consisting of a series of processing is executed as the interrupt processing. However, the main control processing may be configured to be repeatedly executed at regular intervals, and the specific implementation means (execution procedure) is not limited to the examples shown in Figs. 7 to 9. For example, the main control processing may be incorporated into a series of operations of the basic processing, the elapsed time may be measured at a predetermined timing, and the main control processing may be returned to at regular intervals (for example, 4 milliseconds). Also, while the main control processing is incorporated into a series of operations of the basic processing, an interrupt may be generated at regular intervals, and if an interrupt is generated, the main control processing may be returned to the main control processing incorporated into the basic processing, as in the operation described with reference to Figs. 7 to 9.

[0085] In addition, when outputting a command generated in the basic process, in principle, each time a command is generated, it is stored in a command storage area of ​​the RAM 203, and the function of the output control unit 240, which is the second processing means, is called and output. The basic process is a special process such as an initial operation that is performed only when the power is turned on, unlike the main control process related to the progress of the game. In addition, since the processing procedure may vary due to branching based on conditions such as the state of the pachinko game machine 100 when the power is turned on, the basic process is a process that promptly outputs the generated command so that there is no omission in the output process. Note that, in cases where commands are generated consecutively by multiple related processes, etc., a processing procedure may be adopted in which multiple commands are stored in the command storage area of ​​the RAM 203 and output collectively according to the specific processing requirements.

[0086] [Random number update process by game control unit] The random number value as the judgment information used for various lotteries in game control such as the special symbol lottery is counted by a counter, and starting from a predetermined initial value, one is added each time the random number update process (S901) of the main control process shown in FIG. 9 is performed. Then, the value at the time of each lottery is obtained by the start port switch process (FIG. 10) and the gate switch process (FIG. 11), and is used in the special symbol process (FIG. 13) and the normal symbol process (FIG. 18). This random number counter is an infinite loop counter, and after the counted random number value reaches the maximum value of the set random number (for example, 299 for the jackpot random number shown in FIG. 23(a) described later), it returns to the initial value again. In addition, since the random number update process is performed at regular intervals, if the initial value of each random number is specified, there is a risk that the winning value will be estimated based on the update interval and the initial value information. Therefore, after returning from the main control process to the basic process shown in FIG. 7, the initial value of each random number is randomly changed in the initial value random number update process of S713.

[0087] [Start port switch processing by the game control unit] FIG. 10 is a flowchart showing the contents of the start port switch process of the switch process shown in S902 of FIG. In this start port switch process, processing for winning at the first start port 121 and processing for winning at the second start port 122 are performed in sequence. Referring to FIG. 10, the game control unit 200 first judges whether or not a game ball has won at the first start port 121 and the first start port switch 211 has been turned ON (S1001). If the first start port switch 211 has been turned ON, the game control unit 200 then judges whether or not the number of reserved balls U1 for the winning at the first start port 121 that have not changed is less than the upper limit (S1002). In the example shown in FIG. 10, the upper limit is set to 4 balls. If the number of reserved balls U1 has reached the upper limit (No in S1002), no more winning balls that have not changed can be reserved, and the processing for the winning at the first start port 121 is terminated.

[0088] On the other hand, if the reserved number U1 is less than the upper limit (Yes in S1002), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for determining whether or not a prize has been won this time, and stores it in the RAM 203 (S1003). In this case, since the prize has been won at the first starting port 121, a random number value for the special symbol lottery is acquired. The random number value acquired at this time is the value updated in the random number update process of S901. Then, this random number value determines the result of the special symbol lottery in the subsequent special symbol process. The random number value here includes a jackpot random number value that determines whether or not a jackpot, a small jackpot, or a miss, a symbol random number value (jackpot symbol random number value) that determines the type of jackpot, a variation pattern random number value that specifies the variation pattern in the symbol variation, a reach random number value that determines whether or not a reach performance described later is to be executed in the case of a miss, and the like.

[0089] Next, the game control unit 200 performs a pre-determination process (S1004). The pre-determination process is a process for determining the random number of a winning ball (reserved ball) that has already been obtained by winning at the start hole but has not yet been determined by the special symbol process (described later) before the random number is determined by the special symbol process (pre-determination).

[0090] The performance control unit 300 of this embodiment can perform a preview performance suggesting the result of the random number judgment by the special symbol processing based on the result of the random number judgment by the pre-judgment processing (pre-judgment result) before the random number is judged by the special symbol processing and the judgment result is notified. This preview performance is performed, for example, using a reserved display performance (described later) displayed on the image display unit 114 in response to the occurrence of a winning ball (reserved ball) for which a random number has already been acquired by winning at the starting port but the random number has not yet been judged by the special symbol processing. The preview performance based on this pre-judgment suggests to the player the judgment result when the random number is judged by the special symbol processing afterwards for the reserved ball corresponding to the pre-judgment related to the preview performance. This allows the player to play the game while having expectations about the reserved ball. Details of the preview performance based on the pre-judgment will be described later.

[0091] Then, the game control unit 200 adds 1 to the value of the reserved number U1 (S1005). Thereafter, the game control unit 200 sets a pre-determination result command including the pre-determination information by the pre-determination process of S1004 in the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1006). Furthermore, the game control unit 200 sets in the RAM 203 a reserved number increase command for notifying the performance control unit 300 of the increase in the reserved number U1 by S1005 (S1007), and ends the processing for the winning at the first starting port 121.

[0092] Next, processing for the winning at the second start port 122 is performed. Referring to FIG. 10, the game control unit 200 next judges whether or not the game ball has won at the second start port 122 and the second start port switch 212 has been turned ON (S1008). If the second start port switch 212 has been turned ON, the game control unit 200 next judges whether or not the number of reserved balls U2 for the winning at the second start port 122 that have not yet changed is less than the upper limit (S1009). In the example shown in FIG. 10, the upper limit is set to 4 balls. If the number of reserved balls U2 has reached the upper limit (No in S1009), no more winning balls that have not yet changed can be reserved, and processing for the winning at the second start port 122 is terminated.

[0093] On the other hand, if the reserved number U2 is less than the upper limit (Yes in S1009), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1010). In this case, since the winning is from the second starting port 122, a random number value for the special symbol lottery (big win random number value, big win pattern random number value, small win pattern random number value, reach random number value, variable pattern random number value, etc.) is acquired, as in S1003 above. The random number value acquired at this time is the value updated in the random number update process in S901. Then, the result of the special symbol lottery is determined in the subsequent special symbol process by this random number value.

[0094] Next, the game control unit 200 performs a pre-determination process (S1011). The contents of this pre-determination process are the same as those of S1004 described above. Then, the game control unit 200 adds 1 to the value of the reserved number U2 (S1012). Thereafter, the game control unit 200 sets a pre-determination result command including the pre-determination information by the pre-determination process of S1011 in the RAM 203 in order to notify the performance control unit 300 of the pre-determination result (S1013). Furthermore, the game control unit 200 sets in the RAM 203 a reserved number increase command for notifying the performance control unit 300 of the increase in the reserved number U2 by S1012 (S1014), and ends the processing for the winning at the second starting port 122.

[0095] [Gate switch processing by the game control unit] FIG. 11 is a flowchart showing the gate switch processing when the gaming ball passes through the gate 124. In this gate switch processing, the game control unit 200 first judges whether or not the game ball has passed through the gate 124 and the gate switch 214 has been turned ON (S1101). If the gate switch 214 has been turned ON, the game control unit 200 then judges whether or not the number of reserved balls G that have not yet been changed is less than the upper limit (S1102). In the example shown in FIG. 11, the upper limit is set to four balls. If the number of reserved balls G has reached the upper limit (No in S1102), no more winning balls that have not yet been changed can be reserved, and the gate switch processing is terminated.

[0096] On the other hand, if the reserved number G is less than the upper limit (Yes in S1102), the random number acquisition unit 231 of the game control unit 200 acquires a random number value for the lottery due to this winning and stores it in the RAM 203 (S1103). In this case, since the winning is at the gate 124, a random number value (such as a winning random number value) for the regular symbol lottery is acquired.

[0097] Next, the game control unit 200 adds 1 to the value of the reserved number G (S1104). After the value of the reserved number G is added in S1104, the game control unit 200 sets a reserved number G increase command in RAM 203 to notify the performance control unit 300 of the increase in the reserved number G by S1104 (S1105), and terminates processing for the winning at gate 124.

[0098] [Second major prize slot switch processing by game control unit] FIG. 12 is a flowchart showing the contents of the second large prize opening switch processing among the switch processing shown in S902 of FIG. In this second large prize opening switch processing, the game control unit 200 first judges whether or not the game ball has passed through the second large prize opening 126 and the second large prize opening switch 209 has been turned ON (S1201). If the second large prize opening switch 209 has not been turned ON (NO in S1201), the current second large prize opening switch processing is terminated.

[0099] On the other hand, when the second large prize opening switch 209 is turned ON (YES in S1201), the game control unit 200 judges whether or not a small prize is being played (S1202). When a small prize is being played (YES in S1202), the game control unit 200 sets a second large prize opening passage command in the RAM 203 (S1203). The second large prize opening passage command is a command indicating that the game ball has passed through the second large prize opening 126. The second large prize opening passage command set in S1203 is transmitted to the performance control unit 300 by the output process shown in S906 of FIG. 9. On the other hand, when a small prize is not being played (NO in S1202), the game control unit 200 notifies the performance control board 300 of a second large prize opening passage error. The second large prize opening passage error is an error that occurs when the game ball passes through the second large prize opening 126 at an abnormal timing.

[0100] In addition, the area on the right side of the game area 111, which is different from the second large winning hole 126, may be set as a specific area, and a specific area switch that detects whether the game ball has passed through this specific area may be provided in the pachinko game machine 100. Then, instead of determining whether the second large winning hole switch 209 has been turned ON, the game control unit 200 may determine whether the specific area switch has been turned ON, and if it has been turned ON during a small win game, a large win game described below may be executed after the small win game ends. In other words, the area that detects whether the game ball has passed through during a small win game is not limited to the second large winning hole 126.

[0101] [Special symbol processing by game control unit] FIG. 13 is a flowchart showing the contents of the special symbol processing of the symbol processing shown in S903 of FIG. In this special symbol processing, the special symbol variation control unit 233 of the game control unit 200 first checks whether or not the big win game flag is ON in the flag setting (hereinafter, flag setting) set in the RAM 203 (S1301). Here, the big win game flag is a flag that is set to identify that the result of the special symbol lottery is a big win.

[0102] When the jackpot game flag is ON, the pachinko game machine 100 is already in the jackpot, so the special symbol processing is terminated without starting the special symbol variation (Yes in S1301). On the other hand, when the jackpot game flag is OFF (No in S1301), the special symbol variation control unit 233 next judges whether the current state of the pachinko game machine 100 is in the special symbol variation or not (S1302). When the special symbol variation is not in progress (No in S1302), the special symbol variation control unit 233 next performs processing on the reserved numbers U1 and U2 (see FIG. 10) of the special symbols that have not yet been varied (S1303 to S1306). In this embodiment, the reserved number U1 related to the winning of the first start port 121 and the reserved number U2 related to the winning of the second start port 122 are distinguished, so this processing is also performed individually for each corresponding start port.

[0103] Specifically, the special symbol change control unit 233 first judges whether the reserved number U2 related to the winning of the second starting port 122 is 1 or more (S1303). If the reserved number U2 is 1 or more (Yes in S1303), the special symbol change control unit 233 subtracts 1 from the value of the reserved number U2 (S1304). On the other hand, if the reserved number U2=0 (No in S1303), the special symbol change control unit 233 next judges whether the reserved number U1 related to the winning of the first starting port 121 is 1 or more (S1305). If the reserved number U1 is 1 or more (Yes in S1305), the special symbol change control unit 233 subtracts 1 from the value of the reserved number U1 (S1306). On the other hand, if the reserved number U1 is 0 (No in S1305), this means that there is no winning combination to trigger the lottery for the special symbol, so the special symbol variation is not started, and a separate routine for setting up customer waiting is executed, and the process ends (S1319). In this embodiment, priority is given to processing the reserved number U2 related to the winning of the second start port 122. That is, if the reserved number U2 is 1 or more, processing is performed for the reserved number U2, and if the reserved number U2=0, processing is performed for the reserved number U1 (see S1303-S1306). In contrast, it is also possible to control the reserved numbers U1 and U2 to be decremented in the order of winning, regardless of whether the winning is at the first start port 121 or the second start port 122.

[0104] After subtracting the reserved number U1 or reserved number U2 in S1304 or S1306, the special symbol variation control unit 233 generates a game state command indicating the current game state of the pachinko gaming machine 100 and sets it in the RAM 203 (S1307). The game state command set in S1307 is sent to the performance control unit 300 in the output process shown in S906 of FIG. 9. Furthermore, the special symbol variation control unit 233 turns off the customer waiting flag set in the flag setting of the RAM 203 (S1308). The customer waiting flag is a flag for identifying that the pachinko gaming machine 100 is in a customer waiting state, and is set in the customer waiting setting process (S1319, see FIG. 17 described later).

[0105] Next, the special symbol variation control unit 233 executes a jackpot determination process and a variation pattern selection process by a separate routine (S1309, S1310). Although details will be described later, this jackpot determination process and variation pattern selection process determine setting information (jackpot symbol, game state, variation pattern, etc.) for the variation of the special symbols variably displayed on the first special symbol display device 221 and the second special symbol display device 222. Note that this information is included in the variation start command sent to the performance control unit 300.

[0106] After this, the special symbol variation control unit 233 starts variation of the special symbols displayed by the first special symbol display unit 221 and the second special symbol display unit 222 shown in Fig. 3 based on the setting contents determined in the big win determination process and the variation pattern selection process (S1311). Then, a variation start command including setting information (big win symbol, game state, variation pattern, etc.) showing the setting contents is generated and set in the RAM 203 (S1312). The variation start command set in S1312 is transmitted to the performance control unit 300 by the output process shown in S906 of Fig. 9. Next, the special symbol variation control unit 233 adds one to the number of times the special symbol has been displayed after the establishment of a predetermined condition (executing RAM clear and resetting the number of times of variation) (S1313). Then, a variation count command indicating the added number of times of display is generated and set in the RAM 203 (S1314). The variation count command set in S1314 is sent to the performance control unit 300 by the output process shown in S906 of FIG. 9.

[0107] If it is determined in S1302 that the special symbol is changing (Yes in S1302), or after the change count command is set in S1314, the special symbol change control unit 233 determines whether the change time has elapsed (S1315). That is, it determines whether the time elapsed since the special symbol started changing in S1311 has reached the change time set in the change pattern selection process in S1310. If the change time has not elapsed (No in S1315), the special symbol change continues, and the special symbol process ends.

[0108] On the other hand, if the variation time has elapsed (Yes in S1315), the special symbol variation control unit 233 first stops the variation of the special symbols in the first special symbol display device 221 and the second special symbol display device 222 at the symbol determined in the big win determination process in S1309 (S1316). Then, another routine of during-stop processing is executed (S1317). The contents of the during-stop processing will be described later. In addition, the special symbol variation control unit 233 sets a variation stop command for stopping the decorative symbols described later in the RAM 203 (S1318). The variation stop command set in S1318 is transmitted to the performance control unit 300 by the output process shown in S906 of FIG. 9. In addition, if a win at the second starting port 122 occurs during the variation of the special pattern triggered by a win at the first starting port 121, the variation of the special pattern triggered by a win at the second starting port 122 may be performed during the variation of the special pattern triggered by a win at the first starting port 121. Also, for example, if a win at the first starting port 121 occurs during the variation of the special pattern triggered by a win at the second starting port 122, the variation of the special pattern triggered by a win at the first starting port 121 may be performed during the variation of the special pattern triggered by a win at the second starting port 122.

[0109] Also, in the example shown in FIG. 13, after subtracting the value of the reserved number U2 or the reserved number U1 (see S1304, S1306), the jackpot determination process and the variation pattern selection process are executed (see S1309, S1310), but this is not limited to this. In the special symbol process, after the big win determination process and the variation pattern selection process are performed, a process of subtracting the value of the reserved number U2 or the reserved number U1 may be performed. In this case, in the variation pattern selection process, a variation pattern is selected based on the value of the reserved number U2 or the reserved number U1 before subtraction.

[0110] [Jackpot Determination Processing by the Game Control Unit] FIG. 14 is a flowchart showing the contents of the big win determination process (S1309 in FIG. 13). In this jackpot determination process, the special symbol determination unit 234 of the game control unit 200 first determines the jackpot random number value in this special symbol lottery (S1401), and determines whether or not a jackpot or a small jackpot has been obtained (S1402, S1405). Whether or not a jackpot or a small jackpot has been obtained is determined by determining whether or not the value of the jackpot random number obtained in S1003 or S1010 of FIG. 10 matches the value set as the winning value for the jackpot or the value set as the winning value for the small jackpot (see FIG. 23(a)).

[0111] If the result of the random number determination in S1401 is a jackpot (Yes in S1402), the special symbol determination unit 234 then determines the jackpot symbol random number value (S1403). The type of jackpot is determined according to the result of this determination. The type of jackpot is determined by whether the value of the jackpot symbol random number acquired in S1003 or S1010 of FIG. 10 matches any of the values ​​preset for each type of jackpot (see FIG. 23(b)). After the above determination, the special symbol determination unit 234 sets the symbol (jackpot symbol) representing the type of jackpot determined by the determination of the jackpot symbol random number as setting information in the RAM 203 (S1404).

[0112] If the result of the random number judgment in S1401 is a small win (No in S1402, Yes in S1405), the special symbol judgment unit 234 then judges the small win symbol random number value (S1406). The type of small win is determined according to the result of this judgment. The type of small win is determined by whether the value of the big win symbol random number acquired in S1003 or S1010 of FIG. 10 matches any of the values ​​preset for each type of small win (see FIG. 23(c)). After the above determination, the special symbol determination unit 234 sets the symbol (small win symbol) representing the type of small win determined by the determination of the small win symbol random number as setting information in the RAM 203 (S1407).

[0113] If the result of the random number determination in S1401 is neither a big win nor a small win (No in S1402 and S1405), then the special symbol determination unit 234 sets a symbol indicating that the lottery was lost (hereinafter, a losing symbol) in the RAM 203 as setting information (S1408).

[0114] [Variation pattern selection process by game control unit] FIG. 15 is a flowchart showing the contents of the variation pattern selection process (S1310 in FIG. 13). In this variation pattern selection process, the variation pattern selection unit 235 of the game control unit 200 first refers to the game state of the pachinko game machine 100 (whether it is a normal game state, a special time-saving game state, or a specific time-saving game state) (S1501). Then, using the judgment result of S1402 of the big win judgment process (FIG. 14), it judges whether or not a big win has been won in this special symbol lottery (S1502). Then, if it is a big win (Yes in S1502), the variation pattern selection unit 235 reads out a variation pattern table for big wins from the ROM 202 and sets it in the RAM 203 (S1503).

[0115] On the other hand, if the player does not win the big win (No in S1502), the variation pattern selection unit 235 next uses the result of the judgment in S1405 of the big win judgment process (FIG. 14) to judge whether or not the player has won a small win in this special symbol lottery (S1504). If the player has won a small win (YES in S1504), the variation pattern selection unit 235 reads out the variation pattern table for the small win from the ROM 202 and sets it in the RAM 203 (S1505).

[0116] On the other hand, if a small win has not been achieved (NO in S1504), a random number value is judged to determine whether or not to perform a so-called reach effect to make the player expect a big win (S1506). Whether or not to perform the reach effect is determined by judging whether or not the reach random number value acquired in S1003 or S1010 in Fig. 10 matches a preset value (see Fig. 23(d)). If the result of the determination using the random number value indicates that a reach effect is to be performed (Yes in S1507), the variation pattern selection unit 235 reads out a reach-use variation pattern table from the ROM 202 and sets it in the RAM 203 (S1508). If the reach effect is not to be performed (No in S1507), the variation pattern selection unit 235 reads out a miss-use variation pattern table from the ROM 202 and sets it in the RAM 203 (S1509). Here, the fluctuation pattern table is a table that associates multiple pre-prepared fluctuation patterns (fluctuation times of 3 seconds, 7 seconds, 13 seconds, 15 seconds, 30 seconds, 60 seconds, 90 seconds, etc.) with the value of the fluctuation pattern random number.

[0117] Next, the variation pattern selection unit 235 judges the variation pattern random number value using the variation pattern random number value acquired in S1003 or S1010 of Fig. 10 and the variation pattern table set in S1503, S1505, S1508, and S1509 (S1510). That is, the variation pattern selection unit 235 refers to the variation pattern table set in the RAM 203 and selects a variation pattern according to the random number value of the variation pattern random number. Therefore, even if the same random number value is acquired, the variation pattern table to be referred to differs depending on the game state of the pachinko game machine 100 (whether or not the time-shortening state is in effect) and the result of the special symbol lottery (whether or not the big win has been made, whether or not the small win has been made, and whether or not the reach performance is performed if neither the big win nor the small win has been made), and therefore the variation pattern to be determined differs.

[0118] After this, the variation pattern selection unit 235 sets the variation pattern selected in S1510 as setting information in the RAM 203 (S1511). The setting information of the variation pattern set in S1511 is included in the variation start command set in S1312 of Fig. 13, and is transmitted to the performance control unit 300 by the output process shown in S906 of Fig. 9. The variation pattern selected in this embodiment and the details of its setting will be described later.

[0119] [Processing during stoppage by game control unit] FIG. 16 is a flowchart showing the contents of the during-stop process (S1317 in FIG. 13). In this stop processing, the game control unit 200 first checks whether a flag indicating a time-saving state (hereinafter, time-saving flag) is ON in the flag setting of the RAM 203 (S1601). If the time-saving flag is ON (Yes in S1601), the game control unit 200 subtracts 1 from the value of the number of lotteries (variation number) J in the time-saving state (S1602) and checks whether the number of lotteries J has become 0 (S1603). If the number of lotteries J=0 (Yes in S1603), the time-saving flag is turned OFF (S1604). The operation of turning ON the time-saving flag and setting the initial value of the number of lotteries J are performed in the game state setting process (FIG. 21) in the first large prize winning port process (FIG. 19) described later. Also, if the number of selections J is not 0 (NO in S1603), the game control unit 200 generates a time-saving number command indicating the value of the number of selections J in the time-saving state, and sets it in the RAM 203 (S1605). The time-saving number command set in S1605 is transmitted to the performance control unit 300 by the output process shown in S906 of FIG.

[0120] If the time-saving flag is OFF (No in S1601), or after turning the time-saving flag OFF in S1604, or after setting the time-saving count command in S1605, the game control unit 200 then generates a game status command and sets it in the RAM 203 (S1606). The game status command set in S1606 is sent to the performance control unit 300 by the output process shown in S906 in FIG. Next, the game control unit 200 judges whether or not the current special symbol lottery has resulted in a jackpot (S1607). Here, the judgment of whether or not the jackpot has been won can be made based on the judgment result of the jackpot judgment process (FIG. 14). For example, if any of the symbols shown in the chart of FIG. 23(b) described later is set, the answer is Yes in S1607. If a losing symbol or a small winning symbol is set in the RAM 203 by the jackpot judgment process, the answer is No in S1607.

[0121] If it is a jackpot (Yes in S1607), the game control unit 200 then turns on the jackpot game flag (S1608). This causes the game state setting in the RAM 203 to become the jackpot game state. Next, the game control unit 200 initializes the value of the number of lottery draws J (S1609). In addition, if the time-saving flag is ON in S1601 and the number of lottery draws J is not 0 in S1603, the game control unit 200 turns the time-saving flag OFF (S1610).

[0122] After initializing the value of the number of lottery selections J in S1610, the game control unit 200 starts an opening operation of the big win game (S1611). After that, the game control unit 200 sets an opening command for performing an effect in an opening operation according to the big win game flag in the performance control unit 300 in the RAM 203 (S1612), and ends the processing during the stop. This opening command is transmitted to the performance control unit 300 in the output processing shown in S906 of FIG.

[0123] On the other hand, if the result of the current special symbol lottery is not a big win (No in S1607), the game control unit 200 next determines whether or not the result of the current special symbol lottery is a small win (S1613). If it is a small win (YES in S1613), the game control unit 200 then turns on the small win game flag (S1614). This causes the game state setting in the RAM 203 to become a small win game state. Furthermore, the game control unit 200 starts the opening operation of the small win game (S1615). Next, the game control unit 200 sets an opening command for performing a performance in an opening operation according to the small win game flag in the performance control unit 300 in the RAM 203 (S1616). This opening command is transmitted to the performance control unit 300 by the output process shown in S906 of FIG.

[0124] On the other hand, if it is not a small win (No in S1613), the game control unit 200 judges whether the number of times the special symbol variable display has been executed since the establishment of a predetermined condition (execution of RAM clear, reset of the number of variations) has reached a specific number (300 times in this embodiment) (S1617). If the specific number has been reached (YES in S1617), the game control unit 200 executes a game status setting process of a different routine (S1618). The contents of the game status setting process will be described later. Also, if the number of times the variable display has been displayed has not reached the specific number of times (NO in S1617), the processing during the stoppage is terminated.

[0125] [Customer waiting setting process by the game control unit] FIG. 17 is a flow chart showing the contents of the customer waiting setting process (S1319 in FIG. 13). In this customer waiting setting process, the game control unit 200 first checks whether the customer waiting flag is ON in the flag setting of the RAM 203 (S1701). Here, the customer waiting flag is a flag that is set to identify that the pachinko gaming machine 100 is in a customer waiting state.

[0126] If the customer waiting flag is ON, the pachinko gaming machine 100 is in a customer waiting state, and so the process ends as is (Yes in S1701). On the other hand, if the customer waiting flag is OFF (No in S1701), the game control unit 200 generates a customer waiting command, sets it in the RAM 203 (S1702), and turns the customer waiting flag ON (S1703). The customer waiting command set in S1702 is sent to the performance control unit 300 by the output process shown in S906 of Fig. 9. The customer waiting flag is set when the variation of the special symbols has stopped and there are no reserved symbols.

[0127] [Normal symbol processing by the game control unit] FIG. 18 is a flowchart showing the contents of the normal symbol processing of the symbol processing shown in S903 of FIG. In this normal symbol processing, the normal symbol variation control unit 236 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S1801). Here, the auxiliary game flag is a flag that is set when a normal symbol lottery is won. When the auxiliary game flag is set, the electric tulip 123 is opened according to the electric tulip processing (FIG. 22) described later, and it is easy to win the second start hole 122 (auxiliary game state).

[0128] When the auxiliary game flag is ON, the auxiliary game state is already set and the normal symbol is stopped, so the normal symbol processing is terminated without starting the normal symbol change (Yes in S1801). On the other hand, when the auxiliary game flag is OFF (No in S1801), the normal symbol change control unit 236 next judges whether the current state of the pachinko gaming machine 100 is in the normal symbol change state (S1802). When the normal symbol is not in the normal symbol change state (No in S1802), the normal symbol change control unit 236 next judges whether the reserved number G (see FIG. 11) of the unchanged normal symbol is 1 or more (S1803). When the reserved number G=0 (No in S1803), this means that there is no winning to start the lottery for the normal symbol, so the processing is terminated without starting the normal symbol change.

[0129] On the other hand, if the reserved number G is 1 or more (Yes in S1803), the normal symbol variation control unit 236 subtracts 1 from the reserved number G (S1804). Then, the normal symbol determination unit 232 determines the winning random number in this normal symbol lottery and determines whether or not the normal symbol lottery has been won (S1805). Whether or not a winning number has been won is determined by determining whether or not the value of the winning random number acquired in S1103 of FIG. 11 matches the value set as the winning value in a table or the like shown in FIG. 23(e) described later.

[0130] Next, the normal symbol variation control unit 236 sets the normal symbol according to the result of the normal symbol lottery (S1806). That is, if the normal symbol lottery is won, a symbol representing the win (hereinafter, a winning symbol) is set as setting information in the RAM 203. On the other hand, if the normal symbol lottery is not won, a symbol representing the loss (hereinafter, a losing symbol) is set as setting information in the RAM 203.

[0131] Next, the normal symbol variation control unit 236 sets the variation time of the normal symbol (S1807). This variation time is set based on the time-saving flag set by the processing of S1604, S1610 in FIG. 16, S2101 in FIG. 21 described later, etc. That is, when the time-saving flag is ON at the time of setting by S1807, it is set to a short time (for example, 1.5 seconds), and when the time-saving flag is OFF, it is set to a long time (for example, 4.0 seconds). After this setting, the normal symbol variation control unit 236 starts the variation of the normal symbol on the normal symbol display 223 shown in FIG. 2(a) and FIG. 4 based on the setting contents of S1807 (S1808). It should be noted that the variation pattern of the normal symbol can also be determined by lottery. In this case, for example, when the game ball passes through the gate 124, the random number acquisition unit 231 acquires a random number value for the normal pattern fluctuation pattern, and in S1807, the normal pattern fluctuation control unit 236 determines the random number value for the normal pattern fluctuation pattern, thereby setting the fluctuation time.

[0132] After the normal symbol variation has started in S1808, or if it is determined in S1802 that the normal symbol variation is in progress (Yes in S1802), the normal symbol variation control unit 236 determines whether the variation time has elapsed (S1809). That is, it is determined whether the time elapsed since the normal symbol variation started in S1808 has reached the variation time set in S1807. If the variation time has not elapsed (No in S1809), the normal symbol variation continues, and the normal symbol processing ends.

[0133] On the other hand, if the variation time has ended (Yes in S1809), the normal symbol variation control unit 236 stops the variation of the normal symbol on the normal symbol display 223 (S1810). Then, the normal symbol variation control unit 236 judges whether or not the result of the judgment in S1805 was a win (S1811). If it was a win (Yes in S1811), the auxiliary game flag is turned ON (S1812). On the other hand, if the lottery was lost (No in S1811), the normal symbol processing is ended without turning ON the auxiliary game flag.

[0134] [First big prize slot processing by the game control unit] FIG. 19 is a flowchart showing the contents of the first big winning port processing in the electric role processing shown in S904 of FIG. In this first big prize opening process, the big prize opening operation control unit 237 of the game control unit 200 first checks whether the big prize game flag is ON in the flag setting of the RAM 203 (S1901). If the big prize game flag is OFF, there is no winning in the first big prize opening 125, so the first big prize opening process is terminated (No in S1901). On the other hand, if the big prize game flag is ON (Yes in S1901), the big prize opening operation control unit 237 next judges whether the pachinko game machine 100 is in the middle of an opening operation in the big prize operation control started in the stop processing (FIG. 16) (S1902).

[0135] If the pachinko game machine 100 is in the opening state (Yes in S1902), the special prize opening operation control unit 237 next judges whether or not the time (opening time) for the preset opening operation has elapsed (S1903). If the opening time has not elapsed, the opening operation at the first special prize opening 125 continues, and the first special prize opening process is terminated (No in S1903). On the other hand, if the opening time has elapsed (Yes in S1903), the special prize opening operation control unit 237 next sets the operation of the first special prize opening 125 (S1904), initializes the number of winnings C (C=0) (S1905), adds 1 to the current value of the number of rounds R of the operation of the first special prize opening 125 (S1906), and starts the operation (opens) of the first special prize opening 125 (S1907).

[0136] In the operation setting of S1904, the operation pattern of the first large prize opening 125 and the number of rounds (number of operation rounds) to be operated in that operation pattern are set. The operation pattern and the number of rounds are set in various ways according to the type of the big win in the special symbol lottery. In addition, in the big win game, it is stipulated that the operation of the first large prize opening 125 is performed multiple times (multiple rounds) in succession. As an example, it is operated for 15 rounds (15R), and in one round, it is opened once for 29.5 seconds. In another example, it is operated for two rounds (2R), and in one round, it is opened once for 0.9 seconds. In further explanation, it is opened for 0.9 seconds, closed for 1.0 second, and then opened for 0.9 seconds.

[0137] Next, the large prize opening operation control unit 237 judges whether the opening time in the operation pattern set in S1904 has elapsed (S1908). If the opening state of the first large prize opening 125 has not elapsed the opening time (No in S1908), the large prize opening operation control unit 237 then judges whether the number of winning prizes C in the first large prize opening 125 is equal to or greater than a specified number (e.g., 9 prizes) (S1909). If the opening time has not elapsed and the number of winning prizes C is less than the specified number, the operation state (open state) of the first large prize opening 125 continues, so the first large prize opening process is terminated (No in S1909). On the other hand, if the opening time has elapsed (Yes in S1908) or the number of winning prizes C has reached a specified number (Yes in S1909), the large prize opening operation control unit 237 terminates the operation of (closes) the first large prize opening 125 (S1910).

[0138] Next, the special prize opening operation control unit 237 judges whether the number of rounds R of the operation of the first special prize opening 125 has reached the maximum value set in S1904 (S1911). If the maximum value has not been reached, the remaining operations are performed, and the first special prize opening process is terminated (No in S1911).

[0139] If the number of rounds R of the operation of the first big prize opening 125 reaches the maximum value (Yes in S1911), the big prize opening operation control unit 237 then starts the ending operation (S1912). Here, the content of the ending operation corresponds to the state of the big prize game flag. After that, the big prize opening operation control unit 237 sets an ending command for performing an ending operation corresponding to the big prize game flag in the performance control unit 300 in the RAM 203 (S1913). This ending command is transmitted to the performance control unit 300 by the output process shown in S906 of FIG.

[0140] Next, the special prize opening operation control unit 237 resets the number of rounds R of the operation of the first special prize opening 125 to 0 (S1914), and then judges whether the time elapsed from the start of the ending operation has passed the time (ending time) at which the ending operation should be performed (S1917). If the ending time has not passed, the ending operation continues, and the first special prize opening process is terminated (No in S1917). On the other hand, if the ending time has passed (Yes in S1917), the special prize opening operation control unit 237 then goes through the game status setting process by the game control unit 200 (S1918), turns off the special prize game flag, and terminates the first special prize opening process (S1919). The contents of the game status setting process will be described later.

[0141] If it is determined in S1902 that the pachinko gaming machine 100 is not in the opening mode (No in S1902), the special prize opening operation control unit 237 then determines whether or not the game is ending (S1915). If the game is ending (Yes in S1915), the operation from S1917 onwards is executed.

[0142] On the other hand, if the pachinko game machine 100 is not ending (No in S1915), the special prize opening operation control unit 237 next judges whether the first special prize opening 125 is in operation (open) or not (S1916). If it is not in operation (No in S1916), the operation from S1905 onwards is executed, and if it is in operation (Yes in S1916), the operation from S1908 onwards is executed.

[0143] [Second major prize slot processing by the game control unit] FIG. 20 is a flowchart showing the contents of the second large winning port processing in the electric role processing shown in S904 of FIG. In this second large prize opening process, the large prize opening operation control unit 237 of the game control unit 200 first checks whether the small prize game flag is ON in the flag setting of the RAM 203 (S2001). If the small prize game flag is OFF (No in S2001), there is no prize in the second large prize opening 126, so the second large prize opening process is terminated. On the other hand, if the small prize game flag is ON (Yes in S2001), the large prize opening operation control unit 237 next judges whether the pachinko game machine 100 is in the middle of an opening operation in the operation control at the time of a small prize that was started in the stop processing (FIG. 16) (S2002).

[0144] If the pachinko game machine 100 is in the opening state (Yes in S2002), the special prize opening operation control unit 237 next judges whether or not the time (opening time) for the preset opening operation has elapsed (S2003). If the opening time has not elapsed, the opening operation at the second special prize opening 126 continues, and the second special prize opening process is terminated (No in S2003). On the other hand, if the opening time has elapsed (Yes in S2003), the special prize opening operation control unit 237 next sets the operation of the second special prize opening 126 (S2004), initializes the number of winnings C (C=0) (S2005), adds 1 to the current value of the number of rounds R of the operation of the second special prize opening 126 (S2006), and starts the operation (opens) of the second special prize opening 126 (S2007).

[0145] In the operation setting of S2004, the operation pattern of the second large winning opening 126 and the number of rounds (number of operation rounds) to be operated in that operation pattern are set. The operation pattern and the number of rounds are set in various ways according to the type of small win in the special symbol lottery. In addition, it is stipulated that the cumulative opening time of the second large winning opening 126 must be set within 1.8 seconds in the case of a small win.

[0146] Next, the large prize opening operation control unit 237 judges whether the opening time in the operation pattern set in S2004 has elapsed (S2008). If the open state of the second large prize opening 126 has not elapsed the opening time (No in S2008), the large prize opening operation control unit 237 then judges whether the number of winning prizes C in the second large prize opening 126 is equal to or greater than a specified number (S2009). If the opening time has not elapsed and the number of winning prizes C is less than the specified number, the operation state (open state) of the second large prize opening 126 continues, so the second large prize opening process is terminated (No in S2009). On the other hand, if the opening time has elapsed (Yes in S2008) or the number of winning prizes C has reached the specified number (Yes in S2009), the large prize opening operation control unit 237 terminates the operation (closes) of the second large prize opening 126 (S2010).

[0147] Next, the special prize opening operation control unit 237 judges whether the number of rounds R of the operation of the second special prize opening 126 has reached the maximum value set in S2004 (S2011). If the maximum value has not been reached, the remaining operations are performed, and the second special prize opening process is terminated (No in S2011).

[0148] If the number of rounds R of the operation of the second large prize opening 126 reaches the maximum value (Yes in S2011), the large prize opening operation control unit 237 then judges whether or not the game ball has passed through the second large prize opening 126 during the small prize game (S2012). This judgment is made based on the judgment of the second large prize opening switch processing (S1202 in FIG. 12). When the game ball passes through the second big winning port 126 (YES in S2012), the game control unit 200 turns on the big win game flag (S2013). This causes the game state setting of the RAM 203 to become the big win game state. Next, the game control unit 200 starts the opening operation of the big win game (S2014). Then, the performance control unit 300 sets an opening command in the RAM 203 to perform a performance in the opening operation according to the big win game flag (S2015). Furthermore, the first big win port processing (see FIG. 19) of another routine is executed, and the second big win port processing is terminated (S2016).

[0149] On the other hand, if the gaming ball has not passed through the second special prize opening 126 (NO in S2012), the special prize opening operation control unit 237 starts an ending operation (S2017). After this, the big prize opening operation control unit 237 sets an ending command for performing an ending operation corresponding to the small prize game flag in the performance control unit 300 in the RAM 203 (S2018). This ending command is transmitted to the performance control unit 300 by the output process shown in S906 of FIG.

[0150] Next, the large prize opening operation control unit 237 resets the number of rounds R of the operation of the second large prize opening 126 to 0 (S2019), and then judges whether the time elapsed from the start of the ending operation has passed the time (ending time) at which the ending operation should be performed (S2020). If the ending time has not passed (No in S2020), the ending operation continues, and the second large prize opening process is terminated. On the other hand, if the ending time has passed (Yes in S2020), the large prize opening operation control unit 237 next generates a game state command and sets it in the RAM 203 (S2021). Furthermore, the small prize game flag is turned OFF, and the second large prize opening process is terminated (S2022).

[0151] If it is determined in S2002 that the pachinko gaming machine 100 is not in the opening mode (No in S2002), the big prize opening operation control unit 237 then determines whether or not the ending mode is in progress (S2023). If the ending mode is in progress (Yes in S2023), the operation from S2020 onward is executed.

[0152] On the other hand, if the pachinko game machine 100 is not ending (No in S2023), the special prize opening operation control unit 237 next judges whether the second special prize opening 126 is in operation (open) or not (S2024). If it is not in operation (No in S2024), the operation from S2005 onwards is executed, and if it is in operation (Yes in S2024), the operation from S2008 onwards is executed.

[0153] [Game Status Setting Process] The contents of the game status setting process (S1618, S1918) by the game control unit 200 are shown in FIG. First, the game control unit 200 judges whether the result of the special symbol lottery was a big win or a small win (S2101, S2103). These judgments can be made based on the type of symbol set as setting information in the RAM 203 in the big win judgment process (FIG. 14), for example. These judgments are generally similar to S1402, S1403, S1405, and S1406 in the big win judgment process (FIG. 14), so the judgment results of S1402, S1403, S1405, and S1406 may be used.

[0154] If it is a jackpot (YES in S2101), the game control unit 200 sets an initial value of the number of lottery draws J based on the type of jackpot symbol set as setting information in the RAM 203 (S2102). This initial value is, for example, 30 times. When the lottery draw for the set number of lottery draws J is performed, the time-saving game state ends and the normal game state is entered. If it is a small win (NO in S2101, YES in S2103), the game control unit 200 sets an initial value of the number of lottery draws J based on the type of small win symbol set as setting information in the RAM 203 (S2104). This initial value is, for example, 30 times.

[0155] Next, the game control unit 200 resets the number of times the special symbol has been changed since the establishment of a predetermined condition (executing RAM clear and resetting the number of times of change) (S2105). In addition, the game control unit 200 generates a change number command indicating the number of times of change display and sets it in the RAM 203 (S2106). This change number command is sent to the performance control unit 300 by the output process shown in S906 of FIG. 9. Next, the game control unit 200 turns on the special time-saving flag (S2107). This causes the game state setting in the RAM 203 to become the special time-saving game state.

[0156] On the other hand, if the result is neither a big win nor a small win (NO in S2101, NO in S2103), the game control unit 200 sets the initial value of the number of lottery draws J (S2108). In this embodiment, the initial value of the number of lottery draws J is 295. Therefore, when 295 lotteries are drawn in the time-saving game state, the time-saving game state ends and the game enters the normal game state. Next, the game control unit 200 turns on the specific time-shortening flag (S2109). This causes the game state setting in the RAM 203 to become the specific time-shortening game state.

[0157] Next, the game control unit 200 generates a game status command and sets it in the RAM 203 (S2110). This game status command is transmitted to the performance control unit 300 by the output process shown in S906 of FIG.

[0158] [Electric tulip processing by the game control unit] FIG. 22 is a flow chart showing the contents of the electric tulip process in the electric role process shown in S904 of FIG. In the electric tulip processing, the electric tulip operation control unit 238 of the game control unit 200 first checks whether the auxiliary game flag is ON in the flag setting of the RAM 203 (S2201). If the auxiliary game flag is OFF, the electric tulip 123 will not be opened, and so the electric tulip processing ends (No in S2201). On the other hand, if the auxiliary game flag is ON (Yes in S2201), the electric tulip operation control unit 238 next judges whether the electric tulip 123 is operating (S2202).

[0159] If the electric tulip 123 is not in operation (No in S2202), the electric tulip operation control unit 238 sets the operation pattern of the electric tulip 123 (S2203) and operates the electric tulip 123 in the set operation pattern (S2204). Here, the operation pattern is set based on the time-saving flag set in the processing of S1604, S1610 in FIG. 16, S2107, S2109 in FIG. 21, etc. For example, if the time-saving flag is OFF when setting in S2203, an operation pattern is set in which the electric tulip 123 is opened once with an opening time of 0.15 seconds, and if the time-saving flag is ON, an operation pattern is set in which the electric tulip 123 is opened three times with an opening time of 1.80 seconds. In this way, normally, when the time-saving flag is ON (in the time-saving state), the electric tulip 123 is opened multiple times for a long time, and a winning support (electric tulip support) that makes it easier to win a prize in the second starting hole 122 is performed. In addition, multiple operation patterns (types of auxiliary games) of the electric tulip 123 when the time-saving flag is ON or OFF may be prepared, and the operation pattern may be set according to the type of win determined in the normal pattern processing (see Figure 18).

[0160] If it is determined in S2202 that the electric tulip 123 is in operation (Yes in S2202), or after the electric tulip 123 is operated in S2204, the electric tulip operation control unit 238 determines whether the opening time in the set operation pattern has elapsed (S2205). If the opening time has not elapsed, the electric tulip 123 continues to be in operation (open state), and so electric tulip processing is terminated (No in S2205). On the other hand, if the opening time has elapsed (Yes in S2205), the electric tulip operation control unit 238 turns off the auxiliary game flag and terminates electric tulip processing (S2206).

[0161] [Random number determination method] Here, a detailed description will be given of the random number determination method used in the big win determination process (FIG. 14), the variable pattern selection process (FIG. 15), the normal symbol process (FIG. 18), and the like. FIG. 23 is a diagram showing a configuration example of random numbers (judgment table) used in the special symbol lottery and the normal symbol lottery in the present embodiment. Figure 23(a) shows an example of the composition of a jackpot random number used in a special pattern lottery, Figure 23(b) shows an example of the composition of a jackpot random number used in a special pattern lottery, Figure 23(c) shows an example of the composition of a small win random number used in a special pattern lottery, Figure 23(d) shows an example of the composition of a reach random number used in a special pattern lottery that is triggered by the entry of a game ball into the first starting hole 121 during normal game play, and Figure 23(e) shows an example of the composition of a winning random number used in a normal pattern lottery.

[0162] Referring to FIG. 23(a), a jackpot and a small jackpot are set as the jackpot random number judgment value. The range of the random number (jackpot random number) is 300, ranging from 0 to 299. In addition, the winning value of the jackpot is set for each of the first start hole 121 and the second start hole 122, which are the triggers for the special symbol lottery, while the winning value of the small jackpot is set only for the second start hole 122. For the jackpot, three winning values ​​are set for both the first start hole 121 and the second start hole 122, and the winning probability is 3 / 300 (=1 / 100). In addition, ten winning values ​​are set for the small jackpot, and the winning probability is 10 / 300 (=1 / 30). Here, an example of the special symbol lottery will be explained. It is determined whether the jackpot random number (see S1003, S1010) obtained as a result of winning the first start port 121 or the second start port 122 matches any of the winning values ​​of the jackpot lottery in Fig. 23(a), namely "8", "58", and "208". Although a detailed explanation is omitted, the same applies to the special symbol lottery for the small jackpot.

[0163] Referring to FIG. 23(b), five types of jackpot symbols are prepared: jackpot symbol A, jackpot symbol B, jackpot symbol C, jackpot symbol D, and jackpot symbol E. Here, jackpot symbol A, jackpot symbol B, and jackpot symbol C are symbols that indicate that the result of the special symbol lottery, which is triggered by winning the first starting hole 121, is a jackpot, and among these, jackpot symbol A indicates that it is an 8-round jackpot. Jackpot symbol B indicates that it is a 4-round jackpot. Jackpot symbol C indicates that it is a 15-round jackpot. In addition, jackpot symbol D and jackpot symbol E are symbols that indicate that the result of the special symbol lottery, which is based on winning the second starting hole 122, is a jackpot, and among these, jackpot symbol D indicates that it is a 15-round jackpot. Jackpot symbol E indicates that it is an 8-round jackpot. The range of the random number value is 100, from 0 to 99.

[0164] In the jackpot pattern A, 20 values ​​are assigned as winning values ​​for the first starting hole 121. Therefore, when a jackpot is won in the special pattern lottery started by winning the first starting hole 121, the probability of winning with the jackpot pattern A is 20 / 100 (=2 / 10). For the jackpot pattern B, 70 values ​​are assigned as winning values ​​for the first starting hole 121. Therefore, when a jackpot is won in the special pattern lottery started by winning the first starting hole 121, the probability of winning with the jackpot pattern B is 70 / 100 (=7 / 10). In the jackpot pattern C, 10 values ​​are assigned as winning values ​​for the first starting hole 121. Therefore, when a jackpot is won in the special pattern lottery started by winning the first starting hole 121, the probability of winning with the jackpot pattern C is 10 / 100 (=1 / 10).

[0165] For the jackpot symbol D, 50 values ​​are assigned as the winning value when the second starting hole 122 is won. Therefore, when the jackpot is won in the special symbol lottery started by winning the second starting hole 122, the probability of winning with the jackpot symbol D is 50 / 100 (=5 / 10). For the jackpot symbol E, 50 values ​​are assigned as the winning value when the second starting hole 122 is won. Therefore, when the jackpot is won in the special symbol lottery started by winning the second starting hole 122, the probability of winning with the jackpot symbol E is 50 / 100 (=5 / 10).

[0166] Here, in the case of the jackpot symbol A, it is determined whether the jackpot symbol random number value (see S1003) obtained upon winning the first starting hole 121 matches the winning value "0 to 19" of the jackpot symbol A in Fig. 23(b). Although a detailed explanation is omitted, the same applies to the special symbol lottery for other jackpot symbols such as the jackpot symbol B.

[0167] Here, the pachinko gaming machine 100 of this embodiment is capable of setting a set value, which is a stage of the advantageous degree of the game. In the pachinko gaming machine 100, the set value can be set to one of, for example, six stages of "1", "2", "3", "4", "5" and "6". In the pachinko gaming machine 100, when the set value is set to "1," the probability of winning is the lowest. For example, when the set value is "1," the probability of winning is 1 / 100. In the pachinko gaming machine 100, the winning probability is highest when the set value is set to "6." For example, when the set value is "6," the winning probability is 1 / 95. In this way, in the pachinko gaming machine 100, the winning probability is set in the order of increasing set values ​​"1"<"2"<"3"<"4"<"5"<"6".

[0168] Referring to FIG. 23(c), there are three types of small win symbols: small win symbol A, small win symbol B, and small win symbol C. Here, small win symbol A, small win symbol B, and small win symbol C each indicate a small win of two rounds. The range of the random number value is 100, from 0 to 99.

[0169] For the small prize pattern A, 20 values ​​are assigned as winning values ​​for the second starting hole 122. Therefore, when a small prize is won in the special pattern lottery started by winning the second starting hole 122, the probability of winning with the small prize pattern A is 20 / 100 (=2 / 10). For the small prize pattern B, 50 values ​​are assigned as winning values ​​for the second starting hole 122. Therefore, when a small prize is won in the special pattern lottery started by winning the second starting hole 122, the probability of winning with the small prize pattern B is 50 / 100 (=5 / 10). For the small prize pattern C, 30 values ​​are assigned as winning values ​​for the second starting hole 122. Therefore, when a small prize is won in the special pattern lottery started by winning the second starting hole 122, the probability of winning with the small prize pattern C is 30 / 100 (=3 / 10).

[0170] Next, the determination of the reach random number will be explained. The reach random number is set according to the reserved number as described later. Here, as an example, the reach random number when the reserved number of the first start port 121 is one will be explained. Referring to FIG. 23(d), the range of the random number value is 250 from 0 to 249, and 22 random numbers are assigned to the lottery result (with reach) that is a variation pattern (variation time) that can execute the reach performance (for example, 15.0 seconds or more), and 228 random numbers are assigned to the lottery result (without reach) that is not a variation pattern that can execute the reach performance (for example, less than 15.0 seconds). That is, in the illustrated example, when the special pattern lottery does not result in a jackpot, the reach performance is performed with a probability of 22 / 250 (=11 / 125). Here, the reach performance is a performance performed in the image display unit 114 when the special pattern changes. Hereinafter, the performance when the special pattern changes that does not have a variation pattern that can execute the reach performance is called a no-reach performance, and the performance when the special pattern changes that has a variation pattern that can execute the reach performance is called a reach performance.

[0171] Here, in the case of a reach status, it is determined whether the reach random number value (see S1003) obtained upon winning the first start port 121 matches the winning value "0 to 21" in FIG. 23(d) when the reach status is reached. Although a detailed description is omitted, the same applies to the special symbol lottery without the reach status. The reach random number used in the special symbol lottery based on winning the first start port 121 and the reach random number used in the special symbol lottery based on winning the second start port 122 may have the same number of winning values ​​or may have different numbers. The reach random number used in the special symbol lottery in the normal game state, the reach random number used in the special symbol lottery in the special time-saving game state, and the reach random number used in the special symbol lottery in the specific time-saving game state may have the same number of winning values ​​or may have different numbers.

[0172] In many cases, when the special symbol changes, a performance using a decorative symbol is performed in the image display unit 114 in conjunction with the display control of the first special symbol display unit 221 and the second special symbol display unit 222 (hereinafter, when there is no need to distinguish between them, they are described as the special symbol displays 221 and 222). The decorative symbol is configured by displaying three rows of symbols consisting of a sequence of numbers, for example, 1 to 9, written consecutively in a vertical direction. Then, when the special symbol change display in the special symbol displays 221 and 222 starts, the decorative symbol displayed in the image display unit 114 starts scrolling. Also, when the special symbol is stopped and displayed after a predetermined time has elapsed from the start of the change display of the special symbol (the start of scrolling of the decorative symbol), the decorative symbol is also fixed and stopped. Generally, when the result of the special symbol lottery is a big win or a small win, the decorative symbol stops and displays three identical numbers horizontally, vertically, or diagonally. The performance performed in conjunction with the change display of the special symbol is called a change performance. In addition, the variation effect executed based on the result of the special symbol lottery being a big win or a small win may be referred to as a big win variation effect below. Also, the variation effect executed based on the result of the special symbol lottery being a miss may be referred to as a miss variation effect below. In particular, a miss variation effect in which a reach effect is executed may be referred to as a reach miss variation effect below. Also, a miss variation effect in which a reach effect is not executed may be referred to as a random miss variation effect below.

[0173] In the reach performance, the following action is performed on the decorative symbols as a variable performance. First, before the decorative symbols scrolling vertically (horizontally) are fixed and stopped, any two symbols (number series) are temporarily stopped first. At this time, the same numbers are temporarily stopped in a horizontal (vertical) or diagonal line. To explain further, if the decorative symbols are scrolling vertically, the same numbers are temporarily stopped in a horizontal line. Next, the scrolling speed of the last row gradually slows down, giving the player a sense of anticipation that three identical numbers will line up in a straight line. After the last row temporarily stops, the three symbols are fixed and stopped. Here, the term "provisional stop" refers to a pseudo-stop state where the pattern appears to be stopped at first glance, but in reality the pattern is slightly swaying. In other words, the provisional stop of the pattern is a state in which the game control treats the pattern as continuing to change. Here, the stop includes not only a definite stop, but also a provisional stop. Moreover, the definite stop of the pattern refers to a state in which the pattern is stopped as a definite pattern in the display of the change of one change of the special pattern. In addition, in the reach performance, before the three symbols are fixed, the SP reach performance or the SPSP reach performance may be performed. The SP reach performance is generally called the super reach or the special reach, and is a performance that gives more hope for a big win than the reach performance, and is a performance of moving images in which various characters appear and a story unfolds. The SPSP reach performance is generally called the super super reach or the special special reach, and is a performance that gives more hope for a big win than the SP reach performance, and is a performance of moving images in which various characters appear and a story unfolds. In addition, a reach effect in which neither the SP reach effect nor the SPSP reach effect is performed may be referred to as a normal reach effect below. As shown in FIG. 24 described later, in this embodiment, when the fluctuation time is longer (for example, 90 seconds or 60 seconds), the SP reach effect or the SPSP reach effect is set to be executed. On the other hand, in the no-reach performance, the decorative symbols scrolling vertically (horizontally) are not finalized and stopped before the symbols are finalized and stopped without the same numbers lining up in a straight line horizontally (vertically) or diagonally, without any performance that gives the player a sense of expectation like the reach performance.

[0174] In this way, when the result of the judgment of the jackpot random number is a miss, the reach random number determines whether to perform a reach effect in which the reach effect is an executable variation pattern on the image display unit 114, or a reach-free effect in which the reach effect is not an executable variation pattern. Also, the reach random number changes the execution rate of the reach effect according to the reserved number, enabling efficient game progress while giving the player an appropriate sense of expectation. In addition, when a big win is won, a reach effect is performed, and the decorative symbols are fixed and stopped in a state where the same numbers are lined up in a horizontal (vertical) or diagonal straight line. On the other hand, when a small win is won or a miss is won, the reach effect is performed, and the decorative symbols are fixed and stopped in a state where the same numbers are not lined up in the straight line.

[0175] Next, the determination of the winning random number used in the normal symbol lottery will be described. 23(e), the range of random number values ​​is 10, from 0 to 9, with one value being assigned as the winning value when the time-saving flag is OFF, and nine values ​​being assigned as the winning value when the time-saving flag is ON. Therefore, when the game ball passes through the gate 124 in the non-time-saving state and a normal symbol lottery is performed, there is a 1 / 10 probability of winning. In contrast, when the game ball passes through the gate 124 in the time-saving state and a normal symbol lottery is performed, there is a 9 / 10 probability of winning.

[0176] Here, in the case of the time-saving flag OFF, it is determined whether the winning random number value (see S1103) obtained when the game ball passes through the gate 124, the first start port 121, or the second start port 122 matches the winning value "0" when the time-saving flag is OFF in Fig. 23(e). Although a detailed explanation is omitted, the same applies to the normal symbol lottery when the time-saving flag is ON.

[0177] Although not shown, multiple winning patterns can be set with different contents of auxiliary games (opening patterns of electric tulips 123) to be played when a winning is determined in the normal symbol lottery. In this case, for example, a winning symbol random number for specifying the type of winning in the normal symbol lottery is set in the same way as the jackpot symbol random number for specifying the type of winning in the special symbol lottery (see FIG. 23(b)). Then, the game control unit 200 acquires the random number value of the winning symbol random number together with the random number value of the winning random number in the gate switch process (see FIG. 11) by the random number acquisition unit 231, and identifies the type of winning based on the acquired random number value by the normal symbol determination unit 232. It should be noted that the range of random numbers, the ratio of winning values, and each value of the winning values ​​shown in the configuration example of each random number in FIG. 23 are merely examples and are not limited to the values ​​shown.

[0178] [Example of setting fluctuation patterns] Next, an example of setting the fluctuation patterns and tables used in the fluctuation pattern selection process shown in FIG. 15 will be described. Fig. 24 is a diagram showing an example of the setting of the variation pattern and the table used in the variation pattern selection process shown in Fig. 15. Fig. 24 shows a setting example in which the variation of the special symbol is performed based on the winning of the first start hole 121 in the normal game state.

[0179] As shown in FIG. 24, when the result of the special symbol lottery is a jackpot (Yes in S1502 in FIG. 15), the special symbol variation control unit 233 determines the variation pattern based on the jackpot symbol and the variation pattern random number. Specifically, the special symbol variation control unit 233 determines the variation pattern based on whether the variation pattern random number value (see S1003) acquired together with the jackpot random number value by the random number acquisition unit 231 matches any of the variation pattern random number values ​​assigned to each jackpot symbol. For example, when the jackpot symbol is a "jackpot symbol C" and the variation pattern random number is "51", it matches the variation pattern random number range "50-69" assigned to the "jackpot symbol C" in FIG. 24, so "PB3" is selected as the variation pattern. The special symbol variation time in this "PB3" is "90.18 seconds".

[0180] In addition, when the judgment result of the special symbol lottery is a miss (when both S1502 and S1504 in FIG. 15 are No), the special symbol variation control unit 233 determines the variation pattern based on the reserved number U1 of the first special symbol lottery, the reach random number, and the variation pattern random number. Specifically, when the reserved number U1 of the first special symbol lottery is "1", the special symbol variation control unit 233 judges whether the reach random number value (see S1003) acquired by the random number acquisition unit 231 together with the jackpot random number value is assigned to the reach random number range "0 to 21" assigned to the reserved number "1" of "miss" in FIG. 23, or to the reach random number range "22 to 249". If the acquired reach random number is included in the reach random number range "0 to 21", the fluctuation pattern is determined based on whether the fluctuation pattern random number value (see S1003) acquired together with the jackpot random number value by the random number acquisition unit 231 matches any of the fluctuation pattern random number values ​​assigned to the reach random number range "0 to 21". For example, if the fluctuation pattern random number is "51", it matches the fluctuation pattern random number range "50 to 59", so "PR10" is selected as the fluctuation pattern. In addition, the "..." shown in the "Variation Pattern" in FIG. 24 means that a variation pattern that is not shown in the figure is provided.

[0181] Fig. 25 is a diagram showing an example of the setting of the variation pattern and the table used in the variation pattern selection process. In addition, Fig. 25 shows a setting example in which the variation of the special symbol is performed based on the winning of the second start hole 122 in the special time-saving game state. In the table shown in FIG. 25, a fluctuation pattern is provided according to the determination result of the special symbol lottery, the reserved number U2 of the second special symbol lottery, the reach random number, and the fluctuation pattern random number. In addition, the "..." shown in the "Variation Pattern" in FIG. 25 means that a variation pattern that is not shown in the figure is provided.

[0182] The game control unit 200 determines a table to be used for selecting the variation pattern of the special symbol based on whether the game ball has entered the first start hole 121 or the second start hole 122 and the game status of the pachinko game machine 100. Then, as described above, the variation pattern of the special symbol is determined based on the variation pattern random number value (see S1003 and S1010 in FIG. 10) obtained when the game ball has entered the first start hole 121 or the second start hole 122, the presence or absence of reach performance, the number of reserved balls, and other conditions. Then, information on the variation pattern of the determined special symbol is included in a variation start command and sent from the game control unit 200 to the performance control unit 300. In the performance control unit 300, as described later, a performance corresponding to (executable in) the variation time specified based on the information on the variation pattern included in the variation start command is selected and executed as a performance when the special symbol varies.

[0183] [Configuration of RAM of the game control unit and RAM of the performance control unit for performing advance notice performance based on advance judgment] Next, the configuration of the RAM 203 of the game control unit 200 and the RAM 303 of the performance control unit 300 in this embodiment for executing the advance notice performance based on the advance judgment will be described. Fig. 26 is a block diagram for explaining a configuration example of the RAM 203 (see Fig. 4) of the game control unit 200 according to this embodiment. Fig. 26(a) is a block diagram showing the configuration of the memory area 204, and Fig. 26(b) is a block diagram showing the configuration of each of the memories shown in Fig. 26(a).

[0184] As shown in FIG. 26(a), the RAM 203 includes a memory area 204 as a special symbol reservation memory area for storing the jackpot random number obtained by the jackpot random number lottery. The memory area 204 has eight memory sections corresponding to the maximum number of reserved numbers of the first start hole 121 and the second start hole 122 (when the upper limit of each reserved number is 4). To be more specific, the memory area 204 includes a first memory section 204a, a second memory section 204b, a third memory section 204c, a fourth memory section 204d, a fifth memory section 204e, a sixth memory section 204f, a seventh memory section 204g, and an eighth memory section 204h.

[0185] 26(b), each of the storage units 204a-204h has an area for storing information indicating which start port (first start port 121 or second start port 122) has been won, an area for storing the acquired jackpot random number, an area for storing a pattern random number, an area for storing a reach random number, and an area for storing a variation pattern random number. That is, each of the storage units 204a-204h stores the jackpot random number, the pattern random number, the reach random number, and the variation pattern random number.

[0186] Here, each random number is stored in order starting from the first storage unit 204a. More specifically, for example, when a random number is not stored in any of the first storage unit 204a to the eighth storage unit 204h, the acquired random number is stored in the first storage unit 204a. Also, for example, when random numbers have already been stored in the first storage unit 204a to the fourth storage unit 204d, the acquired random number is stored in the fifth storage unit 204e.

[0187] Fig. 27 is a block diagram for explaining a configuration example of the RAM 303 (see Fig. 4) of the performance control unit 300 according to this embodiment. Fig. 27(a) is a block diagram showing the configuration of the reserved memory areas 305 and 306, and Fig. 27(b) is a block diagram showing the configuration of each of the memory units shown in Fig. 27(a). As shown in FIG. 27(a), the RAM 303 includes a first reserved memory area 305 and a second reserved memory area 306 as reserved status memory areas that store the status of reserved balls. The first reserved memory area 305 and the second reserved memory area 306 correspond to the reserved status for the winning of the first start hole 121 and the reserved status for the winning of the second start hole 122, respectively, and each has four memory sections. Specifically, the first reserved memory area 305 includes a first memory section 305a, a second memory section 305b, a third memory section 305c, and a fourth memory section 305d. The second reserved memory area 306 includes a first memory section 306a, a second memory section 306b, a third memory section 306c, and a fourth memory section 306d.

[0188] As shown in FIG. 27(b), each of the storage units 305a-305d and 306a-306d has a reserved flag storage area for turning on / off a reserved flag and a notification flag storage area for turning on / off a notification flag. The reserved flag is a flag for identifying the presence or absence of reserved balls for each of the storage units 305a-305d and 306a-306d. That is, for example, when the number of reserved balls due to winning in the first starting hole 121 is 3, the reserved flag is turned ON in the three reserved flag storage areas of the first to third storage units 305a, 305b, and 305c. The notification flag is a flag for setting whether or not to perform a notice performance based on a pre-determination result for each reserved ball. In the pachinko game machine 100 of this embodiment, the performance control unit 300 can set whether or not to perform a notice performance based on a pre-determination result according to the game state and the situation of the performance. Therefore, when the preview performance is performed, the notification flag is turned ON, and when the preview performance is not performed, the notification flag is turned OFF. For example, when the preview performance is performed for the third reserved ball among the three reserved balls, the notification flag is turned ON in the notification flag storage area of ​​the third storage unit 305c.

[0189] In addition, although not shown, the RAM 203 has an area (hereinafter, referred to as a pre-judgment information storage area) in which pre-judgment information is stored, in addition to the configuration shown in FIG. 26(a). The pre-judgment information is information obtained by the pre-judgment process based on the above-mentioned random numbers (see S1004 and S1011 in FIG. 10). The contents of the pre-judgment information are the same as the information obtained as various judgment results in the special symbol process (see FIG. 13), and specifically, it is information for indicating whether or not a jackpot has been hit (and whether or not a small jackpot has been hit), the type of the jackpot if a jackpot has been hit, whether the fluctuation pattern (fluctuation time) is a length that allows a reach performance to be executed, and the contents of the fluctuation pattern. The pre-judgment information stored in the pre-judgment information storage area is sent from the game control unit 200 to the performance control unit 300 together with information on the reservation (hereinafter, referred to as reservation information) corresponding to the winning ball (reserved ball) for which the pre-judgment process has been performed, or at a unique timing separate from this reservation information, by being included in the pre-judgment result command.

[0190] [Preliminary Judgment Processing] Next, the pre-determination process (see S1004 and S1011 in FIG. 10) will be described in detail. In the pre-determination process in this embodiment, the game control unit 200 performs pre-determination as follows, using a random number table similar to the example of the random number configuration described with reference to FIGS.

[0191] FIG. 28 is a flowchart showing the contents of the pre-determination process (S1004 and S1011 in FIG. 10) according to this embodiment. As shown in FIG. 28, the game control unit 200 first refers to the game status (S3201), selects a table corresponding to the current game status of the pachinko gaming machine 100, and performs a preliminary determination of the jackpot random number and the jackpot symbol random number (S3202). Next, the game control unit 200 selects a table according to the current game state of the pachinko game machine 100 and performs a preliminary determination of the reach random number (S3203). Furthermore, it selects a table according to the current game state and performs a preliminary determination of the fluctuation pattern random number (S3204). Although not shown in the figures, in S3202, S3203 and S3204, a dedicated table is selected depending on whether the pre-determination process is based on a winning entry at the first starting port 121 or the second starting port 122.

[0192] Next, the game control unit 200 selects a pre-determination pattern according to the results of the pre-determinations in S3202, S3203, and S3204 (S3205). After that, the game control unit 200 stores the result of the pre-determination of the jackpot random number, the result of the pre-determination of the jackpot pattern random number, the result of the pre-determination of the reach random number, the result of the pre-determination of the variation pattern, and the pre-determination pattern obtained as described above in the pre-determination information storage area as pre-determination information (S3206).Furthermore, in order to transmit the pre-determination information to the performance control unit 300, a pre-determination result command including the pre-determination information is set in the RAM 203 (S3207).

[0193] Here, the above-mentioned preliminary judgment is performed using a random number value (see S1003, S1010 in FIG. 10) acquired in response to the entry of the game ball into the first start hole 121 and the second start hole 122, and a judgment table having a configuration similar to that of the judgment table used in the big win judgment process (see FIG. 23). That is, the judgment itself after selecting the judgment table to be used is the same as the judgment in the big win judgment process (see S1401 in FIG. 14). Therefore, in this embodiment, the subroutine (see S1309 in FIG. 13 and FIG. 14) of the big win judgment process used in the special symbol process (see FIG. 13) is called, and the random number judgment in the above-mentioned preliminary judgment is performed.

[0194] By adopting such a configuration, in this embodiment, in order to perform random number judgment in the pre-judgment process, it is not necessary to prepare a processing function (subroutine) for judging a random number separately from the jackpot judgment process. Therefore, the number of control instructions can be reduced, and the increase in the size of the program related to the jackpot judgment process and the pre-judgment process can be suppressed. Also, as described above, when the judgment table used in the pre-judgment is configured similarly to the judgment table used in the jackpot judgment, the judgment table used in the jackpot judgment may also be used in the pre-judgment.

[0195] In addition, although only the advance judgment (whether or not it is a big win) regarding the special symbol lottery has been described here, in this embodiment, the advance reading (advance reading) is also performed on the change pattern when the special symbol is changed and stopped. The change pattern in the special symbol lottery is selected using the random number value (see S1003, S1010 in FIG. 10) for change pattern selection acquired in response to the winning of the game ball into the first start hole 121 and the second start hole 122 and the change pattern table (see FIG. 24 to FIG. 27) (see S1310 in FIG. 13 and FIG. 15). Therefore, in advance reading of the change pattern, the change pattern to be selected can be read in advance using the random number value for change pattern selection acquired at the time of winning and the advance reading table having the same configuration as the change pattern table used in the change pattern selection process of the special symbol process. In other words, a different advance reading table can be used for each game state of the pachinko game machine 100. Also, different look-ahead tables can be used depending on whether the first start port 121 or the second start port 122 is won.

[0196] In this case, in order to read ahead the variation pattern selected in the variation pattern selection process, the subroutine (see S1310 in FIG. 13 and FIG. 15) of the variation pattern selection process used in the special symbol process (see FIG. 13) can be called and used. Also, for the look-ahead table used to look ahead in the variation pattern selection, the variation pattern table used in the variation pattern selection process of the special symbol process may be used. By configuring in this way, the number of control commands related to the look-ahead in the variation pattern selection can be reduced, and the increase in the size of the program can be suppressed.

[0197] In addition, when the pre-judgment process and the jackpot judgment process at the time of special symbol variation are performed in the same subroutine using the same judgment table group, the pre-judgment result and the judgment result by the jackpot judgment process at the time of special symbol variation may differ because the execution times of each process are different. That is, after the pre-judgment process is performed, the game state of the pachinko game machine 100 (any of the normal game state, the special time-saving game state, and the specific time-saving game state) changes by the time the special symbol variation starts. In this case, since different types of judgment tables are used depending on the game state, the specific judgment tables used for judgment are different when the pre-judgment process is performed and when the jackpot judgment process is performed. Therefore, even if the same random number value obtained when winning the first start hole 121 and the second start hole 122 is used, the pre-judgment result and the judgment result of the jackpot judgment process may differ. In such a case, if the game state changes after the execution of the pre-determination process in the performance control unit 300 by the time the special pattern variation begins, the performance control unit 300 may perform control such as prohibiting execution of the performance based on the pre-determination result.

[0198] In addition, according to the command output from the game control unit 200 to the performance control unit 300 as described above, the performance control unit 300 controls, for example, the image display unit 114, the board lamp 116, the speaker 156, the frame lamp 157, etc. For example, when the performance control unit 300 receives a command indicating the start of a door opening error, the performance control unit 300 displays a message such as "Please call an attendant" and an image indicating an abnormal state on the image display unit 114. In addition, the performance control unit 300 outputs an alarm indicating an abnormal state from the speaker 156 and restricts the output of music, voice, sound effects, etc. In addition, the performance control unit 300 lights up the board lamp 116 and the frame lamp 157 in red, for example, as a mode indicating an abnormal state.

[0199] In addition, although it has been described here that the performance control unit 300 notifies the occurrence of an error using all of the image display unit 114, the board lamp 116, the speaker 156, and the frame lamp 157, it may be possible to use only a part of these. Also, the notification mode may be switched depending on the content of the error. For example, when a door opening error occurs, all of the image display unit 114, the board lamp 116, the speaker 156, and the frame lamp 157 may be used as described above. Also, when a payout error occurs, the occurrence of an error is notified by the image display unit 114 and the speaker 156. This makes it possible for staff at a game establishment (pachinko parlor) to easily determine the urgency of an error that occurs in a game machine.

[0200] [Example of pre-determined pattern settings] Next, a setting example of the pre-determination pattern and table used in the pre-determination process shown in FIG. 28 will be described. Fig. 29 is a diagram showing an example of setting the pre-determination pattern and the table used in the pre-determination process shown in Fig. 28. Fig. 29 shows a setting example in which the special symbol is changed based on the winning of the first start hole 121 in the normal game state.

[0201] In the table shown in FIG. 29, "judgment result," "pattern," "reach random number," "variation pattern random number," "planned variation pattern," and "pre-judgment pattern" are associated with each other. The game control unit 200 determines a planned fluctuation pattern and a pre-determination pattern based on the pre-determination results of the jackpot random number and the jackpot pattern random number, the pre-determination results of the reach random number, and the pre-determination results of the fluctuation pattern random number. It should be noted that the "..." shown in the "pre-determination pattern" in FIG. 29 means that a pre-determination pattern (not shown) is provided.

[0202] Fig. 30 is a diagram showing an example of the setting of the pre-determination pattern and the table used in the pre-determination process. In addition, Fig. 30 shows a setting example in which the special symbol is changed based on the winning of the second start hole 122 in the special time-saving game state. In the table shown in FIG. 30, "judgment result," "pattern," "reach random number," "variation pattern random number," "planned variation pattern," and "pre-judgment pattern" are associated with each other.

[0203] [Operation of the production control unit] Next, the operation of the production control unit 300 will be described. FIG. 31 is a flowchart showing the operation of the performance control unit 300. The operation of the performance control unit 300 consists of the main processing shown in Fig. 31(a) and the interrupt processing shown in Fig. 31(b). Referring to Fig. 31(a), the performance control unit 300 first performs initial settings at startup (S3601), sets the cycle of the CTC (Counter / Timer Circuit) (S3602), and then accepts interrupt processing while updating the random numbers used in performance control according to the set cycle (S3603).

[0204] The interrupt process is performed periodically according to the cycle set in S3602. Referring to FIG. 31(b), in this interrupt process, the performance control unit 300 receives a command from the game control unit 200 and performs command reception process (S3611). In this command reception process, a performance content (performance pattern) is selected. In addition, the performance control unit 300 performs specific time-saving related performance process for executing a performance related to a specific time-saving game state (S3612). In addition, the performance control unit 300 performs performance button process for accepting an operation of the performance button 161 or the like by the player (S3613). After this, the performance control unit 300 performs command transmission process for transmitting a command including information on the selected performance pattern to the image / sound control unit 310 and the lamp control unit 320 (S3614). As a result, a performance is performed by image display and sound output on the image display unit 114, operation of the movable role object 115, light emission of the board lamp 116 and the frame lamp 157, etc.

[0205] [Command reception processing by the production control unit] FIG. 32 is a flowchart showing the contents of the command reception process (S3611 in FIG. 31(b)). In this command reception process, the performance control unit 300 first judges whether or not the preliminary judgment result command and the reserved number increase command have been received (S3701). The preliminary judgment result command and the reserved number increase command are set in the game control unit 200 in the start port switch process shown in Fig. 10 (S1006, S1007, S1013, S1014) and are commands sent to the performance control unit 300 in the output process (S906) shown in Fig. 9. Then, if the performance control unit 300 determines that it has received the pre-determination result command and the hold number increase command (Yes in S3701), it adds 1 to the value of the hold number stored in the RAM 303 (S3702). Furthermore, the performance control unit 300 performs a pre-determination performance selection process based on the pre-determination result command and the hold number increase command (S3703). The contents of the pre-determination performance selection process will be described later.

[0206] If the received command is neither a pre-determination result command nor a reserved number increase command (No in S3701), the performance control unit 300 judges whether the received command is a fluctuation start command (S3704). This fluctuation start command is a command that is set in the game control unit 200 in the special symbol processing shown in Fig. 13 (S1312) and sent to the performance control unit 300 in the output processing (S906) shown in Fig. 9. If the received command is a fluctuation start command (Yes in S3704), the performance control unit 300 executes a performance selection process (S3705). When a fluctuation start command is received, a random number value for performance control used in the performance selection process is acquired. This random number value is a random number value that is periodically updated in S3603 of the main process shown in FIG. 31(a). The details of the performance selection process will be described later.

[0207] If the received command is not a pre-determination result command, a reserved number increase command, or a fluctuation start command (No in S3701 and S3704), the performance control unit 300 judges whether the received command is a fluctuation stop command (S3706). This fluctuation stop command is a command that is set in the special symbol processing shown in Fig. 13 by the game control unit 200 (S1318) and sent to the performance control unit 300 in the output processing (S906) shown in Fig. 9. If the received command is a change stop command (Yes in S3707), the performance control unit 300 executes a change performance end process (S3707). In the change performance end process, the performance control unit 300 analyzes the received change stop command and sets a change performance end command in the RAM 303 to instruct the end of the design change performance.

[0208] If the received command is not a pre-determination result command, a reserved number increase command, a fluctuation start command, or a fluctuation stop command (No in S3701, S3704, and S3706), the performance control unit 300 judges whether the received command is an opening command for starting the opening operation of the big win game (S3708). This opening command is set (S1618) during the stop processing shown in Fig. 16 or the second big winning port processing (S2015) shown in Fig. 20, and is a command sent to the performance control unit 300 in the output processing (S906) shown in Fig. 9. If the received command is an opening command (Yes in S3708), the effect control unit 300 executes a big win effect selection process (S3709). The big win effect selection process will be described in detail later.

[0209] If the received command is not a pre-determination result command, a reserved number increase command, a fluctuation start command, a fluctuation stop command, or an opening command (No in S3701, S3704, S3706, and S3708), the performance control unit 300 judges whether the received command is an ending command for starting the ending operation of the big win game (S3710). This ending command is a command that was set in the first big win port process shown in Fig. 19 (S1913) and sent to the performance control unit 300 in the output process (S906) shown in Fig. 9. If the received command is an ending command (Yes in S3710), the performance control unit 300 executes an ending performance selection process (S3711). The details of the ending performance selection process will be described later.

[0210] If the received command is not a pre-determination result command, a hold number increase command, a fluctuation start command, a fluctuation stop command, an opening command, or an ending command (No in S3701, S3704, S3706, S3708, and S3710), the performance control unit 300 then executes a customer waiting command reception process for the received command to transition to a customer waiting state (S3712). The customer waiting command reception process will be described in detail later.

[0211] Figure 33 is a flowchart showing the content of the preliminary determination effect selection process (S3703) and the effect selection process (S3705) in FIG. 32. In the preliminary determination effect selection process, the effect control unit 300 first analyzes the preliminary determination result command received from the game control unit 200 (S3801). Further, the effect control unit 300 analyzes the hold count increase command received from the game control unit 200 (S3802). Then, the effect control unit 300 selects an effect pattern (preliminary determination effect pattern) used in the preliminary determination effect based on the preliminary determination result command and the hold count increase command (S3803).

[0212] Here, as the preliminary determination effect pattern, various effect patterns can be provided that announce the random number determination result by the special symbol process before the start of the variation based on the random number determination result by the special symbol process. For example, a hold display effect, a continuous announcement effect, etc. can be provided as the preliminary determination effect pattern. In the present embodiment, when a hold ball occurs, a display representing the number of hold balls is displayed on the first special symbol hold display 218 and the second special symbol hold display 219 of the display 130 (see FIG. 3), and a hold display suggesting the occurrence of a hold and the number of holds is performed on the image display unit 114 (hold display effect). Therefore, in this hold display effect, by reflecting the preliminary determination result in the display mode etc. of the hold display, it can be made into a preliminary determination effect that suggests to the player the determination result when the random number determination by the special symbol process is performed afterwards for that hold ball.

[0213] Note that although the case where the hold display effect is used as the preliminary determination effect has been described here, by reflecting it in various effect contents performed before the start of the variation based on the random number determination result by the special symbol process, it becomes possible to perform various announcement effects. For example, an effect using the effect image displayed on the image display unit 114, an effect by the lighting of the panel lamp 116 or the frame lamp 157, an effect by the movement of the movable accessory, an effect by the acoustic output of music, sound effects, etc. can be set as the preliminary determination effect pattern.

[0214] In addition, the pre-determination performance may be performed in conjunction with a pattern change for other winning balls that is performed prior to the pattern change for the winning ball (reserved ball) for which a pre-determination has been performed. In this embodiment, the reserved balls are limited to four per one start port (first start port 121 or second start port 122) (see FIG. 10). Also, priority is given to consumption of the reserved balls in the second start port 122. In this case, for example, if a pre-determination is performed for a reserved ball in the second start port 122, a pattern change will be performed for a maximum of four winning balls, including the change currently being changed (referred to as the change in question), before the pattern change for the reserved ball is performed. In the advance notice performance for the reserved ball for which a pre-determination has been performed, if multiple pattern changes are performed before the pattern change for the reserved ball, an advance notice performance (continuous advance notice performance) spanning the multiple pattern changes may be performed.

[0215] Then, the performance control unit 300 sets in the RAM 303 a reserved number command including the value of the reserved number after the addition and information on the pre-determined performance pattern selected in the pre-determined performance selection process (S3804). The reserved number command includes information indicating the selected pre-determined performance pattern to notify the CPU 311 of the image / audio control unit 310 of the pattern. By receiving the reserved number command, the CPU 311 creates a display list or the like for causing the VDP 314 to draw and output images and sounds corresponding to the selected pre-determined performance pattern. Based on the display list or the like, the VDP 314 reads image data and sound data for representing the selected pre-determined performance pattern from the CGROM 315 and the SNDROM 316, and displays the pre-determined performance using the image display unit 114 and the speaker 156.

[0216] In the performance selection process, the performance control unit 300 first analyzes the received change start command (S3811). In addition, the value of the reserved number stored in the RAM 303 is decremented by 1 (S3812). Then, the performance control unit 300 selects a change performance pattern of the pattern change by the image displayed on the image display unit 114 based on various setting information (information on the type of jackpot, the game state after the jackpot game, the change pattern, etc.) obtained from the analysis result of the change start command (S3813). Note that after the change performance pattern is selected, the value of the reserved number stored in the RAM 303 may be decremented by 1. In other words, the change performance pattern may be selected in the state before the value of the reserved number stored in the RAM 303 is decremented by 1.

[0217] Finally, the performance control unit 300 sets a variable performance start command instructing the start of execution of the selected performance in the RAM 303 (S3814). The variable performance start command includes information indicating the selected variable performance pattern in order to notify the CPU 311 of the selected pattern. By receiving the variable performance start command, the CPU 311 creates a display list or the like for drawing and outputting images and sounds corresponding to the selected variable performance pattern in the VDP 314. Based on the display list or the like, the VDP 314 reads image data and sound data for expressing the selected variable performance pattern from the CGROM 315 and the SNDROM 316, and expresses the variable performance using the image display unit 114 and the speaker 156.

[0218] Although not described in detail, in the selection process of the variation presentation pattern of the symbol variation in S3813, the variation presentation pattern is determined based on the variation pattern. Based on the variation presentation pattern determined here, the variation display of the decorative symbol, the background presentation, the notice presentation, etc. are determined. The variation display of the decorative symbol is a presentation display performed on the image display unit 114 in association with the variation display of the special symbol performed on the first special symbol display device 221 or the second special symbol display device 222. In the variation display of this decorative symbol, the reach presentation, etc. is executed. Unlike the present embodiment, when a plurality of variation presentation patterns are set for the variation pattern, the variation presentation pattern may be selected by lottery using the presentation random number (one of the random numbers updated in S3603 of FIG. 31(a), and the presentation random number value is obtained when the variation start command is received).

[0219] FIG. 34 is a flow chart showing the contents of the big win effect selection process (S3709) of FIG. In this big win effect selection process, the effect control unit 300 first analyzes the received opening command (including information on the type of big win symbol) (S3901), and selects an effect pattern (big win effect pattern) (S3902). Then, the effect control unit 300 reads image data and sound data used for the effect by the selected big win effect pattern from the ROM 302, sets these data together with a big win effect start command instructing the selected effect in the RAM 303, and ends the big win effect selection process (S3903). This determines the effect during the big win. In addition, in the selection of the big win effect pattern (S3902), a judgment may be made based on a random number value obtained at the time of receiving the command.

[0220] FIG. 35 is a flow chart showing the contents of the ending effect selection process (S3711) of FIG. In this ending performance selection process, the performance control unit 300 first analyzes the received ending command (including information about the type of big win symbol) (S4001), and selects a performance pattern (ending performance pattern) (S4002). Then, the performance control unit 300 reads image data and audio data used for the performance according to the selected ending performance pattern from the ROM 302, sets these data together with an ending performance start command that instructs the selected performance in the RAM 303, and ends the ending performance selection process (S4003). Note that in the selection of the ending performance pattern (S4002), a decision may be made based on a random number value obtained when the command is received.

[0221] FIG. 36 is a flow chart showing the contents of the customer waiting command receiving process (S3712) of FIG. The performance control unit 300 judges whether or not a customer waiting command for transitioning to a customer waiting state has been received (S4101). If a customer waiting command has been received (Yes in S4101), the performance control unit 300 starts measuring the elapsed time (S4102) and turns on the measurement flag in RAM 303 (S4103). On the other hand, if the received command is not a customer waiting command (No in S4101), the performance control unit 300 judges whether or not the measurement flag stored in RAM 303 is ON (S4104). If the measurement flag is OFF (No in S4104), the customer waiting command reception process ends.

[0222] If the measurement flag is ON (after Yes in S4104 or ON in S4103), the performance control unit 300 then determines whether the measurement time has reached a predetermined time-up time (for example, 10 seconds) (S4105). If the time has not yet expired (No in S4105), the customer waiting command reception process ends. On the other hand, if the time has expired (Yes in S4105), the performance control unit 300 turns OFF the measurement flag stored in RAM 303 (S4106).

[0223] Next, the performance control unit 300 judges whether or not the current game state of the pachinko gaming machine 100 is a specific time-shortened game state (S4107). If it is a specific time-shortened game state (YES in S4107), the performance control unit 300 judges whether or not the first variable performance in the special time-shortened game state has not yet started (S4108). If it is not before the start of the first variable performance (NO in S4108), the performance control unit 300 sets a customer waiting performance command for performing the first customer waiting performance in the RAM 303 and ends the customer waiting command reception process (S4109). If the game is not in the specific time-saving game state (NO in S4107) or before the start of the first variable performance in the specific time-saving game state (YES in S4108), the performance control unit 300 sets a customer waiting performance command for performing a second customer waiting performance (demo performance) in the RAM 303 and ends the customer waiting command reception process (S4110). The second customer waiting performance is a performance of a different type from the first customer waiting performance.

[0224] When the command reception process is completed in the manner described above, any one of a variable performance start command, a variable performance end command, a big win performance start command, an ending performance start command, and a customer waiting performance command is set in the RAM 303.

[0225] FIG. 37 is a flowchart showing the contents of the specific time-saving related effect process (S3612) of FIG. 31(b). The performance control unit 300 judges whether the current gaming state of the pachinko gaming machine 100 is a normal gaming state (S4201). If it is a normal gaming state (YES in S4201), the performance control unit 300 judges whether it has been controlled from a specific time-shortened gaming state to a normal gaming state (S4202). If it has been controlled from a specific time-shortened gaming state to a normal gaming state (YES in S4202), the performance control unit 300 ends the specific time-shortened related performance processing. Also, if it has not been controlled from a specific time-shortened gaming state to a normal gaming state (NO in S4202), the performance control unit 300 judges whether a variable performance is being executed (S4203). If it is not a variable performance (NO in S4203), the performance control unit 300 ends the specific time-shortened related performance processing.

[0226] On the other hand, if the variation performance is in progress (YES in S4203), the performance control unit 300 judges whether or not a RAM clear was performed when the pachinko gaming machine 100 was last restored from a power-off state (S4204). If a RAM clear was not performed (NO in S4204), the performance control unit 300 judges whether or not the number of times the decorative pattern changed after the last restoration is equal to or greater than the first number (S4205). In this embodiment, the first number is 50 times. However, the first number may be any value. If the number of times of change is less than the first number (NO in S4205), the specific time-saving related performance process is terminated. The condition for the performance control unit 300 to judge that the number of times of change is equal to or greater than the first number may be that the first number of times of change has ended, or that the first number of times of change has started. If the number of changes is equal to or greater than the first number (YES in S4205), the performance control unit 300 judges whether the number of changes of the decorative pattern after the return is equal to or greater than the second number (S4206). The second number is a number of changes greater than the first number. In this embodiment, the second number is, for example, 101 times. However, the second number may be any value as long as it is a number of changes greater than the first number. Note that the condition for the performance control unit 300 to judge that the number of changes is equal to or greater than the second number may be that the second number of changes has ended or that the second number of changes has started. If the number of changes is less than the second number (NO in S4206), the performance control unit 300 judges whether the number of changes of the decorative pattern after the return is the third number (S4207). In this embodiment, the third number is 100. Note that the condition for the performance control unit 300 to judge that the number of changes is the third number may be that the third number of changes has ended or that the third number of changes has started.

[0227] If the number of times of change is not the third number (NO in S4207), the performance control unit 300 determines by lottery (for example, at a rate of 1 / 2) whether or not to execute a clear negation performance (S4208). The clear negation performance is a performance that indicates that a RAM clear has not been executed. If it is determined that the clear negation performance will not be executed (NO in S4208), the specific time-saving related performance processing is terminated. When it is determined that the clear negation effect is to be executed (YES in S4208), the effect control unit 300 executes the clear negation effect and the remaining number notification effect (S4209). The remaining number notification effect is an effect that notifies the number of variable effects required until the specific time-saving game state is reached.

[0228] If the number of changes is the third number (YES in S4207), the performance control unit 300 determines whether or not the clear negation effect has been executed (S4210). If the clear negation effect has not been executed (NO in S4210), the performance control unit 300 executes the clear negation effect and the remaining number of times notification effect (S4211).

[0229] On the other hand, when the RAM is cleared at the time of the most recent return from the power-off state of the pachinko gaming machine 100 (YES in S4204), the performance control unit 300 judges whether or not the most recent reset of the number of times of change was a reset based on a big win (S2105 in FIG. 21) (S4212). If the reset was not based on a big win (NO in S4212), the performance control unit 300 judges whether or not the number of times of change after the most recent return from the power-off state of the pachinko gaming machine 100 is the fourth number of times or more (S4213). The fourth number of times is a number of times of change that is greater than the first number of times. In this embodiment, the fourth number of times is 100 times. However, the fourth number of times may be any value as long as it is a number of times of change that is greater than the first number of times. If the number of times of change is less than the fourth number of times (NO in S4213), the specific time-saving related performance processing is terminated. In addition, the performance control unit 300 may determine that the number of fluctuations is the fourth number or more as the condition that the fourth number of fluctuations has ended or that the fourth number of fluctuations has started.

[0230] If the number of times of change is the fourth or more (YES in S4213) or if the most recent reset was a reset based on a big win (YES in S4212), the performance control unit 300 judges whether or not the remaining number of times notification performance has been executed (S4214). If the remaining number of times notification performance has not been executed (NO in S4214), the performance control unit 300 executes the remaining number of times notification performance (S4215). In addition, if S4206 is YES, if S4210 is YES, after S4209 is executed, after S4211 is executed, if S4214 is YES, or after S4215 is executed, the performance control unit 300 executes a remaining number update performance (S4216). The remaining number update performance is a performance that notifies the player of the updated number of variable performances required to reach the specific time-saving gaming state.

[0231] On the other hand, if the normal game state is not reached (NO in S4201), the performance control unit 300 determines whether the current game state of the pachinko gaming machine 100 is in a specific time-saving game state (S4217). If the current game state is not in a specific time-saving game state (NO in S4217), the specific time-saving related performance processing is terminated. If the specific time-saving game state is active (YES in S4217), the performance control unit 300 determines whether or not the first variable performance in the specific time-saving game state has yet to start (S4218). If the first variable performance has yet to start (YES in S4218), the performance control unit 300 determines whether or not there is a hold (S4219). If there is a hold (NO in S4219), the specific time-saving related performance processing ends. Also, if there is no reserved ball (YES in S4219), the performance control unit 300 starts a right hit notification (S4220). More specifically, the performance control unit 300 starts a notification to encourage the player to shoot the game ball toward the right side of the game area 111.

[0232] On the other hand, if the first variable effect in the specific time-saving game state has started (NO in S4218), the effect control unit 300 judges whether or not the right hit notification has started (S4221). If the right hit notification has started (NO in S4221), the specific time-saving related effect processing is terminated. If the right hit notification has not yet started (YES in S4221), the performance control unit 300 starts the right hit notification (S4222). Furthermore, the performance control unit 300 executes a specific time shortening notification performance (S4223). The specific time shortening notification performance is a performance that notifies the user that the pachinko gaming machine 100 is in a specific time shortening game state.

[0233] FIG. 38 is a flowchart showing the contents of the effect button process (S3613 in FIG. 31(b)). In this effect button process, the effect control unit 300 first judges whether or not the player has operated the operation means such as the effect button 161 during a predetermined acceptance period (effective operation period described later) (S4301). Here, the operation of the operation means includes the effect button 161 being pressed so as to move from a non-operation position (reference position) when not operated to a predetermined position and turned ON, and the center key or surrounding key of the effect key 162 being pressed and turned ON. In addition, if the pachinko game machine 100 is provided with an operation device other than the effect button 161 and the effect key 162, such as a touch panel, this includes the detection of the operation of that device. The effect control unit 300 receives operation signals from the controllers of these devices and detects that an operation has been performed. If the operation means such as the effect button 161 is not operated (No in S4301), the effect button processing is terminated.

[0234] Also, if an operating means such as the performance button 161 is operated (Yes in S4301), the performance control unit 300 sets a performance button command including information indicating the operation content of the operating means in RAM 303 and terminates the performance button processing (S4302).

[0235] 31(b) (S3614), and transmits the command set in RAM 303 in the above-mentioned command reception process and performance button process to the image / audio control unit 310 and lamp control unit 320. Then, based on the received command, the image / audio control unit 310 and lamp control unit 320 control the image display on the image display unit 114, the audio output, the operation of the movable prop 115, the illumination of the board lamp 116 and frame lamp 157, and the like, to execute the set performance.

[0236] [Pre-determined performance pattern table] Fig. 39 and Fig. 40 are diagrams showing examples of pre-determination effect patterns and table settings used in the pre-determination effect pattern selection (S3803) in the pre-determination effect selection process of Fig. 33(a). Fig. 39 shows a pre-determination effect pattern table used when a gaming ball enters the first start hole 121 in the normal gaming state. Fig. 40 shows a pre-determination effect pattern table used when a gaming ball enters the second start hole 122 in the special time-saving gaming state.

[0237] A plurality of pre-determination performance patterns are set in the pre-determination performance pattern table used when the gaming ball enters the first starting hole 121 in the normal gaming state as shown in Fig. 39. The pre-determination performance patterns "JA1" to "JA8", "JB1" to "JB6", and "JR1" to "JR21" set using Fig. 29 above are associated one-to-one with the pre-determination performance patterns "AA1" to "AA8", "AB1" to "AB6", and "AR1" to "AR21".

[0238] In addition, a plurality of pre-determination performance patterns are set in the pre-determination performance pattern table used when the gaming ball enters the second starting hole 122 in the special time-saving gaming state shown in Fig. 40. The pre-determination performance patterns "AF1" to "AF3", "AG1" to "AG3", and "AH1" to "AH11" correspond one-to-one to the pre-determination patterns "JF1" to "JF5", "JG1" to "JG3", and "JH1" to "JH11" set using Fig. 30 above.

[0239] Here, the pre-determination effect is an effect that is performed based on the pre-determination process. In addition, in the illustrated pre-determined performance pattern, "reserved image", "display color", "chance eye", "zone", "gimmick", and "vibration" are set. Note that "-" in each column of the illustrated table indicates that the corresponding performance will not be executed.

[0240] Here, the "reserved image" is an image indicating that the right to judge a big win is reserved. The reserved image will be described in detail later. The "display color" indicates the display color of the reserved image. In this embodiment, the display color of the reserved image is changed to notify or suggest the player of the expectation of winning the jackpot. In this embodiment, one of "white", "blue", "green", "red", and "rainbow" is selected as the display color. For example, the display colors of the reserved images may be set in the order of white, blue, green, red, and rainbow, with the expectation level increasing the later the order. In addition, the variable presentation in which a rainbow-colored reserved image is displayed may be a variable presentation in which the lottery result of the special pattern lottery is a jackpot. In other words, the expectation level of a rainbow-colored reserved image may be 100%.

[0241] "Chance Eye" indicates the type of chance eye effect. The chance eye effect is an effect that displays a chance eye based on the result of a pre-determination process. The chance eye is three decorative patterns that are a combination of predetermined same-color patterns including different numbers. The chance eye effect notifies or suggests, for example, that there is a high possibility of a big win in the special pattern variation after the special pattern variation that started the chance eye effect. In addition, the chance eye effect may be performed multiple times in multiple variation effects. In the illustrated example, one of "RO1" to "RO3" is executed as the type of chance eye effect. In addition, it is set in the order of "RO1", "RO2", and "RO3" so that the higher the number, the higher the expectation. In addition, the chance eye may be any three specific decorative patterns 41 that notify or suggest that there is a high possibility of a jackpot in the special pattern variation following the special pattern variation that initiated the chance eye performance, and the three decorative patterns 41 do not have to be the same color.

[0242] "Zone" refers to a zone effect. The zone effect is, for example, an effect that makes you expect a jackpot in the variation of a special symbol. The zone effect performed based on the result of the preliminary determination may be an effect that makes you expect a jackpot in the variation of a special symbol that started the zone effect, or an effect that makes you expect a jackpot in the variation of a special symbol that follows the variation of a special symbol that started the zone effect.

[0243] "Gem" refers to a gem performance. The gem performance is a performance in which the movable gem 115 operates. The gem performance performed based on the result of the preliminary determination may be a performance in which the player expects a big win in the special pattern variation in which the gem performance started, or may be a performance in which the player expects a big win in the special pattern variation following the special pattern variation in which the gem performance started.

[0244] "Vibration" refers to a vibration effect. The vibration effect is an effect that vibrates the effect button 161. The vibration effect performed based on the result of the preliminary determination is an effect that makes the player expect a jackpot in the special pattern variation after the special pattern variation that started the vibration effect.

[0245] Now, the performance control unit 300 determines a pre-determined performance pattern based on the tables shown in Figures 39 and 40. Specifically, the performance control unit 300 selects a pre-determined performance pattern corresponding to the pre-determined pattern set in the pre-determining process (see Figure 28) based on the tables shown in Figures 39 and 40. For example, in FIG. 39, if the "judgment result" is "miss" and the pre-judgment pattern is "JR6", "AR6" is selected as the pre-judgment performance pattern. In this pre-judgment performance pattern "AR6", a "reserved image", a "display color", a "chance eye", a "zone", and a "gimmick" are set. That is, in the pre-judgment performance pattern "AR6", a "reserved image" is displayed, the "display color" becomes "blue", "RO1" is executed as the "chance eye", a zone performance is executed, and "CH1" is executed as the "gimmick".

[0246] In addition, in this embodiment, there is no pre-determination effect pattern table used when a gaming ball enters the first start hole 121 in the special time-saving gaming state. That is, in this embodiment, when a gaming ball enters the first start hole 121 in the special time-saving gaming state, a pre-determination effect is not performed. However, there may be a pre-determination effect pattern table used when a gaming ball enters the first start hole 121 in the special time-saving gaming state. Then, the effect control unit 300 may use this pre-determination effect pattern table to perform a pre-determination effect when a gaming ball enters the first start hole 121 in the special time-saving gaming state.

[0247] [Variable performance pattern table] Figures 41 and 42 are diagrams showing examples of the variable presentation patterns and table settings used in the variable presentation pattern selection (S3813) in the presentation selection process of Figure 33(b). Note that Figure 41 shows a variable presentation pattern table used when a variable presentation based on winning at the first start port 121 in the normal game state is performed. Also, Figure 42 shows a variable presentation pattern table used when a variable presentation based on winning at the second start port 122 in the special time-saving game state is performed.

[0248] A plurality of variable presentation patterns are set in the variable presentation pattern table used when a variable presentation based on winning at the first starting hole 121 in the normal game state is performed as shown in Fig. 41. The variable presentation patterns "EA1" to "EA8", "EB1" to "EB6", and "ER1" to "ER21" correspond one-to-one to the variable presentation patterns "PA1" to "PA8", "PB1" to "PB6", and "PR1" to "PR21" set using Fig. 24 above.

[0249] In addition, a plurality of variable presentation patterns are set in the variable presentation pattern table used when a variable presentation based on winning at the second starting hole 122 in the special time-saving game state shown in Fig. 42. The variable presentation patterns "PF1" to "PF5", "PG1" to "PG3", and "PH1" to "PH11" set using Fig. 25 above are associated one-to-one with the variable presentation patterns "EF1" to "EF5", "EG1" to "EG3", and "EH1" to "EH11".

[0250] Here, the variable effect is an effect that notifies the result of the special pattern lottery (i.e., whether or not a jackpot has been won) in a dramatic manner by varying and then stopping the display of the effect symbols. In addition, the variable presentation patterns shown in the figure include the following settings: "Final display color," "Pseudo prompt," "Pseudo consecutive number of times," "Reach prompt," "Normal," "SP reach," "SPSP reach," "Zone prompt," "Zone," "Development prompt," "Progression," "Gem," "Button," "Vibration," "Promotion prompt," "Promotion," and "Revival." Note that "-" in each column of the table shown in the figure indicates that the corresponding presentation will not be executed.

[0251] Here, the "final display color" refers to the final display color of the variable image (described later). In this embodiment, the display color of the variable image is changed to notify or suggest the player of the expectation of winning the jackpot. In the illustrated example, one of "white", "blue", "green", "red" and "rainbow" is selected as the final display color. For example, the display colors of the variable image may be set in the order of white, blue, green, red and rainbow, so that the later the order, the higher the expectation. In addition, the variable presentation in which the rainbow-colored variable image is displayed may be a variable presentation in which the lottery result of the special symbol lottery is a jackpot. In other words, the expectation of the rainbow-colored variable image may be 100%.

[0252] "Pseudo-stimulation" refers to a pseudo consecutive stimulation performance. A pseudo consecutive stimulation performance is a performance that stimulates the execution of a pseudo consecutive performance (pseudo consecutive performance). A pseudo consecutive performance is a performance that makes it look as if multiple decorative pattern variations are being performed in a variation display (one variation performance) of one variation of a special pattern. In a pseudo consecutive performance, the performance control unit 300 varies the decorative pattern before the reach state, temporarily stops the decorative pattern, and then starts the variation display of the decorative pattern again. In other words, in a pseudo consecutive performance, after the variation of the decorative pattern starts, the decorative pattern is temporarily stopped and re-varied a set number of times, and then the decorative pattern is stopped to be confirmed, thereby completing the variation display of one variation of the special pattern. Here, a provisional stop is a pseudo stop state in which the pattern appears to be stopped at first glance, but in reality the pattern is slightly swaying. In other words, the provisional stop of the pattern is a state in which the variation is treated as continuing in terms of game control. Here, the stop includes not only a fixed stop but also a provisional stop. The fixed stop of the pattern refers to a state where the special pattern is stopped as a fixed pattern in the variable display of one variation of the special pattern. In addition, in the pseudo consecutive performance, the performance control unit 300 may start the variable display of the decorative pattern again after the reach state is reached. Furthermore, in the pseudo consecutive performance, after starting the variation (variation performance) of the decorative pattern, the performance control unit 300 may start the variable display of the decorative pattern again without temporarily stopping the decorative pattern.

[0253] Here, the "pseudo consecutive number of times" is the number of times of pseudo consecutive performance. In the illustrated example, the "pseudo consecutive number of times" is set to "-", "1", "2", and "3", that is, between 0 and 3 times. The pseudo consecutive number of times is set in association with the expectation (reliability) of a jackpot, which is the degree to which a jackpot can be expected. In other words, the expectation is set to be higher as the pseudo consecutive number of times is higher.

[0254] "Reach prompting" indicates the type of reach prompting performance. A reach prompting performance is a performance that prompts the execution of a reach performance. In the illustrated example, either "RE1" or "RE2" is executed as the type of reach prompting performance. Also, in the order of "RE1" and "RE2", the higher the number, the higher the expectation level when a reach performance is executed (when the reach prompting performance is successful). "Normal" indicates the type of normal reach effect. In the illustrated example, one of "N1", "N2", and "N3" is executed as the reach effect type. In addition, the higher the number in the order of "N1", "N2", and "N3", the higher the expectation is set. "SP Reach" indicates the type of SP reach effect. In the illustrated example, one of "SP1", "SP2", and "SP3" is executed as the type of SP reach effect. In addition, the higher the number, the higher the expectation, in the order of "SP1", "SP2", and "SP3". "SPSP Reach" refers to the SPSP reach performance.

[0255] The term "zone stimulation" refers to a zone stimulation effect. The zone stimulation effect is an effect that stimulates the execution of a zone effect. "Zone" refers to a zone presentation. "Development encouragement" refers to a development encouragement performance. A development encouragement performance is a performance that encourages the execution of a development performance. Also, a development performance is a performance that suggests or notifies that the game will develop to the SPSP reach. "Development" refers to developmental presentation.

[0256] "Gem" refers to a gem performance. More specifically, "before the temporary stop" of the "gem" refers to a gem performance that is performed before the decorative pattern is temporarily stopped in the variable performance, and "after the temporary stop" of the "gem" refers to a gem performance that is performed after the decorative pattern is temporarily stopped in the variable performance.

[0257] "Button" refers to a button effect. More specifically, "before temporary stop" of the "button" refers to a button effect performed before the decorative pattern temporarily stops in the variable effect, and "after temporary stop" of the "button" refers to a button effect performed after the decorative pattern temporarily stops in the variable effect. The button effect is an effect that encourages the player to operate the effect button 161. The button effect may be executed based on the result of a pre-determination by the pre-determination process. The button effect performed based on the result of the pre-determination may be an effect that makes the player expect a jackpot in the special pattern change that started the button effect, or may be an effect that makes the player expect a jackpot in the special pattern change that follows the special pattern change that started the button effect.

[0258] "Vibration" refers to a vibration effect. More specifically, "before temporary stop" of "vibration" refers to a vibration effect performed before the decorative pattern temporarily stops in the variable performance, and "after temporary stop" of "vibration" refers to a vibration effect performed after the decorative pattern temporarily stops in the variable performance. Also, the vibration effect is an effect that vibrates the performance button 161. The vibration effect may be performed based on the pre-determination result by the pre-determination process. The vibration effect performed based on the pre-determination result is an effect that makes the player expect a jackpot in the special pattern variation following the special pattern variation in which the vibration effect was started. In other words, the vibration effect may be an effect that suggests or notifies the player of the degree of expectation in one or more variable performances.

[0259] The "promotion teasing" refers to a promotion teasing performance. The promotion teasing performance is a performance in which, after a decorative pattern that notifies the player that the result of the special pattern lottery is a jackpot is temporarily stopped, the decorative pattern is changed to a decorative pattern that notifies the player that the game state will be more advantageous to the player. "Promotion" means a promotion effect. The promotion effect is an effect in which a decorative pattern that indicates that the result of the special pattern lottery is a big win is temporarily stopped, and then changed to a decorative pattern that indicates that the game state will be more advantageous for the player. In this promotion effect, for example, after "444" is temporarily stopped as a decorative pattern, the decorative pattern "777" is displayed as the stopped pattern. The "revival" refers to a revival effect. The revival effect is an effect in which the decorative symbols 41 of the losing numbers are temporarily stopped, and then the decorative symbols 41 of the repeating numbers are stopped.

[0260] Now, the performance control unit 300 determines the variable performance pattern based on the tables shown in Figures 41 and 42. Specifically, the performance control unit 300 selects a variable performance pattern corresponding to the variable pattern set in the variable pattern selection process (see Figure 15) based on the tables shown in Figures 41 and 42. For example, in FIG. 41, when the "jackpot pattern" is "jackpot pattern A" and the change pattern is "PA1", "EA1" is selected as the change performance pattern. In this change performance pattern "EA1", "pseudo-stimulation", "reach-stimulation", "zone-stimulation", "promotion", and "revival" are set to "-". In other words, when "EA1" is selected as the change performance pattern, the pseudo-stimulation performance, the reach-stimulation performance, the zone-stimulation performance, the promotion performance, and the revival performance are not executed. In addition, in the variable performance pattern "EA1", "red" is displayed as the "final display color", "2" is executed as the "pseudo consecutive number of times", "N2" is executed as "normal", "SP2" is executed as the "SP reach", "SPSP reach" is executed, the "zone" is executed, "development teasing" and "development" are executed, "devices" "before the temporary stop" and "after the temporary stop" are executed, "buttons" "before the temporary stop" and "after the temporary stop" are executed, "vibrations" "before the temporary stop" and "after the temporary stop" are executed, and "promotion teasing" is executed.

[0261] In this embodiment, as described later, the performance control unit 300 controls to one of a plurality of stages (performance modes), but the same variable performance pattern table shown in Fig. 41 and Fig. 42 is used regardless of the stage. However, different variable performance pattern tables may be used for each stage.

[0262] [Production image] Next, the effect image that the effect control unit 300 causes the image display unit 114 to display will be described. 43, the performance control unit 300 controls the image display unit 114 to display the performance image. In this embodiment, the performance images displayed on the image display unit 114 include a decorative pattern 41, a volume image 42, a light amount image 43, a variable image 51, a reserved image 52, a reserved number display 55, a small pattern 56, a stage image 61, a stage notification image 501, and a variable number image 502. In addition, the image display unit 114 displays a first right hit image 503, a time-saving remaining number image 504, a customer waiting volume image 44, a customer waiting light intensity image 45, a menu promotion image 46, a menu image 505, a demo image 506, a first left hit image 47, a second left hit image 48, a second right hit image 507, a first premonition emphasis image 508, a button image 509, a first post-operation emphasis image 510, a second post-operation emphasis image 511, a third post-operation emphasis image 512, a second premonition emphasis image 513, a first during-operation emphasis image 514, a fourth post-operation emphasis image 515, a fourth during-operation emphasis image 516, a fifth during-operation emphasis image 517, a sixth during-operation emphasis image 518, a sixth during-operation emphasis image 519, a seventh during-operation emphasis image 520, a eighth during-operation emphasis image 521, a seventh during-operation emphasis image 522, a eighth during-operation emphasis image 523, a eighth during-operation emphasis image 524, a eighth during-operation emphasis image 525, a seventh during-operation emphasis image 526, a eighth during-operation emphasis image 527, a eighth during-operation emphasis image 528, a fourth during-operation emphasis image 529, a fourth during-operation emphasis image 530, a fourth during-operation emphasis image 531, a fourth during-operation emphasis image 532, a fifth during-operation emphasis image 533, a fifth during-operation emphasis image 534, a fifth during-operation emphasis image 535, a fifth during-operation emphasis image 536, a fifth during-operation emphasis image 537, a fifth during-operation emphasis image 538, a Enhanced image 515, 5th enhanced image after operation 516, 6th enhanced image after operation 517, 3rd omen enhanced image 518, 7th enhanced image after operation 519, 8th enhanced image after operation 520, 9th enhanced image after operation 521, 10th enhanced image after operation 522, 11th enhanced image After-operation emphasized image 523, 12th after-operation emphasized image 524, 13th after-operation emphasized image 525, 14th after-operation emphasized image 526, 4th omen-enhanced image 527, 15th after-operation emphasized image 528, 16th after-operation emphasized image 529, 5th omen-enhanced image 530 , 2nd operation in progress highlighted image 531, 17th operation post highlighted image 532, 18th operation post highlighted image 533, 6th precursor highlighted image 534, 19th operation post highlighted image 535, 1st zone start image 536, 1st zone execution image 537, 2nd zone start image 538, 2nd zone execution image 613, reach line image 539, reach suggestion image 540, reach highlighted image 541, 1st reach eye highlighted image 542, 2nd reach eye highlighted image 543, 3rd reach eye highlighted image 544, 4th reach eye highlighted image Image 545, 5th reach eye emphasis image 546, 6th reach eye emphasis image 547, 7th reach eye emphasis image 548, 8th reach eye emphasis image 549, 9th reach eye emphasis image 550, 1st role emphasis image 551, SP reach image 552, development image 584, development emphasis image 554, 2nd role emphasis image 555, SPSP start image 556, 1st start emphasis image 557, 2nd start emphasis image 558, 3rd start emphasis image 559, 4th start emphasis image 560, SPSP in progress suggestion image 561,First execution highlight image 562, second execution highlight image 563, third execution highlight image 564, fourth execution highlight image 565, first jackpot highlight image 566, second jackpot highlight image 567, third jackpot highlight image 568, fourth jackpot highlight image 569, fifth jackpot highlight image 570, first button post image 571, first stop highlight image 572, second stop highlight image 573, third stop highlight image 574, fourth stop highlight image 575, second button post image 576, third button post image 577, Image 577, 5th stop emphasis image 578, 6th stop emphasis image 579, 4th button post image 580, pseudo consecutive image 581, pseudo consecutive emphasis image 582, re-change notification image 583, 1st development tease emphasis image 585, switching image 586, chance eye emphasis image 587, 1st start emphasis image 588, 5th button post image 589, 6th button post image 590, 1st doublet emphasis image 591, promotion tease emphasis image 592, jackpot start image 593, round number image 594, round in progress image 59 5, time-saving start image 596, first reach tease emphasis image 597, second double number emphasis image 598, revival image 599, special performance image 600, seventh button post image 601, seventh stop emphasis image 602, eighth stop emphasis image 603, ninth stop emphasis image 604, tenth stop emphasis image 605, eighth button post image 606, ninth button post image 607, eleventh stop emphasis image 608, twelfth stop emphasis image 609, second development tease emphasis image 610, second start emphasis image 611, tenth button A post-button image 612, a third repeated numbers emphasis image 614, a fourth repeated numbers emphasis image 615, a thirteenth stop emphasis image 616, a second reach hint emphasis image 617, a first transition image 618, an eleventh button post image 619, a fifth repeated numbers emphasis image 620, a twelfth button post image 621, a second transition image 622, a result image 623, a fourteenth stop emphasis image 624, a third reach hint emphasis image 625, a sixth repeated numbers emphasis image 626, a preparation in progress image 627, and a big win notification image 628 may be displayed.

[0263] (Decorative design 41) As shown in FIG. 43(1), three decorative patterns 41 are displayed on the image display unit 114. When the three decorative patterns 41 are described individually, the pattern arranged on the left side may be referred to as the "left decorative pattern 41", the pattern arranged in the center as the "middle decorative pattern 41", and the pattern arranged on the right side as the "right decorative pattern 41". When the left decorative pattern 41 and the right decorative pattern 41 are described collectively, they may be referred to as the "left and right decorative patterns 41". When the left decorative pattern 41, the middle decorative pattern 41, and the right decorative pattern 41 are described collectively, they may be referred to as the "three decorative patterns 41". When the left and right decorative patterns 41 have matching numbers, that is, when the left and right decorative patterns 41 have been established, they may be referred to as the "reach-eye decorative pattern 41". When the three decorative patterns 41 have different numbers, they may be referred to as the "missing-eye decorative pattern 41". Furthermore, three decorative patterns 41 with matching numbers are sometimes referred to as "double numbers decorative pattern 41."

[0264] In this embodiment, the display modes of the decorative pattern 41 include a highly decorative display mode (see Figs. 43(1) and (3)) in which character images are displayed in addition to letters such as numbers, and a less decorative display mode (see Figs. 43(5) and (7), Fig. 153(18), etc.) in which letters such as numbers are displayed as the main feature. The images of characters and the like provided in the highly decorative decorative pattern 41 are different for each letter of the decorative pattern 41, and it is possible to identify which pattern it is by the images of the characters and the like. Furthermore, the less decorative decorative pattern 41 has a higher proportion of the area occupied by the letters in the decorative pattern 41 compared to the highly decorative decorative pattern 41. Here, the display mode of the decorative pattern 41 is switched according to the change in the game state or the progress of the presentation, etc. Although the details will be described later, for example, the decorative pattern 41 with low decorativeness is displayed in the SP reach presentation, the SPSP reach presentation, and the time-saving game state, and the decorative pattern 41 with high decorativeness is displayed in other cases. In addition, in addition to characters such as numbers, images such as simple pictures and characters may be displayed in the low-decorative decorative pattern 41. In other words, the "low-decorative decorative pattern 41" shown in Figures 43(5), (7), 153(18), etc. may be less decorative than the "highly decorative decorative pattern 41" shown in Figures 43(1), (3), etc.

[0265] In the variable performance, the performance control unit 300 displays three decorative patterns 41 in a variable manner, for example, by vertical scrolling (scrolling downwards), and then temporarily stops the left decorative pattern 41 (for example, the number "4"), then the right decorative pattern 41 (for example, the number "2"), and then the center decorative pattern (for example, the number "1"). After all decorative patterns 41 are temporarily stopped in this manner, all decorative patterns 41 are finally stopped in response to the stopped display of the special patterns. The combination "412" of the stopped decorative patterns 41 shown in FIG. 43(1) is an example of a combination when the lottery result of the special pattern lottery is a miss. The decorative patterns 41 are also an example of a performance pattern.

[0266] (Volume Image 42) 43(1), a volume image 42 is displayed on the image display unit 114. The volume image 42 is an image showing the magnitude set in the performance control unit 300 as the volume of the sound output from the speaker 156. The volume image 42 will be described in detail later.

[0267] (Light intensity image 43) As shown in Fig. 43(1), a light amount image 43 is displayed on the image display unit 114. The light amount image 43 is an image showing the size set in the performance control unit 300 as the amount of light emitted by the board lamp 116, the frame lamp 157, the movable role object 115, and the performance button 161. The light amount image 43 will be described in detail later.

[0268] (Variable image 51) As shown in FIG. 43(1), the image display unit 114 displays a variable image 51 indicating that the special symbol is being displayed (the performance symbol is being displayed) by the special symbol change control unit 233 (see FIG. 6, etc.). In other words, the variable image 51 is displayed as an image related to the variable display of the special symbol during the variable display of the special symbol. When the variable display of the special symbol starts, the variable image 51 is displayed in the area where the variable image 51 is displayed (in the illustrated example, the lower side of the display area of ​​the image display unit 114), and when the special symbol is displayed in a stopped state, the display disappears. In the illustrated example, the variable image 51 has a spherical shape. Also, a variable pedestal is displayed in the area where the variable image 51 is displayed. In addition, the variable image 51 may be erased (not displayed) when the variable performance ends, or may be erased (not displayed) before the variable performance ends (in the middle of the variable performance).

[0269] In addition, the variable image 51 changes the display mode, such as the display color, to notify or suggest the expectation of winning the jackpot. Furthermore, it is set so that a color with a higher expectation is displayed when the result of the special symbol lottery is a jackpot than when it is a miss.

[0270] (Reserved Image 52) As shown in FIG. 43(1), the image display unit 114 displays the reserved image 52 based on the information of the memory area corresponding to the currently reserved ball in the RAM 303 (see FIG. 4, etc.). In other words, the reserved image 52 is an image indicating that the right to judge the big win is reserved. In addition, in this embodiment, the display mode of the reserved image 52 on the screen is determined based on the result of the pre-judgment process by the pre-judgment process. The reserved image 52 has a smaller display size than the variable image 51. In the illustrated example, the reserved image 52 has a spherical shape. A reserved base is displayed in the area where the reserved image 52 is displayed. The variable base of the variable image 51 and the reserved base of the reserved image 52 are displayed in different manners.

[0271] When the colors of the variable image 51 and the reserved image 52 are set to white, blue, green, red, or rainbow, the expectation level may be set to be higher for the later order. The expectation level of the rainbow variable image 51 and the rainbow reserved image 52 may be 100%. In the following, the display mode of the white variable image 51 and the display mode of the white reserved image 52 may be referred to as the normal display mode.

[0272] Here, as described above, a maximum of four reserved images are generated by winning the first starting hole 121. Therefore, a maximum of four reserved images 52 are displayed on the image display unit 114 by winning the first starting hole 121. In addition, in this embodiment, the multiple reserved images 52 generated by winning the first starting hole 121 are displayed in the area to the left of the variable image 51 in order from a position close to the variable image 51 to a position farther away, that is, from the right side to the left side.

[0273] Although detailed description is omitted, a maximum of four reserved images are also generated by the entry of a game ball into the second starting hole 122. Therefore, a maximum of four reserved images 52 are displayed on the image display unit 114 by the entry into the second starting hole 122. In this embodiment, the multiple reserved images 52 generated by the entry into the second starting hole 122 are displayed in an area to the right of the variable image 51 in order from a position close to the variable image 51 to a position farther away, that is, from the left side to the right side. In addition, in this embodiment, the variable image 51 and the reserved image 52 are basically configured in the same or similar form. However, the variable image 51 and the reserved image 52 may be configured in different forms. In addition, the variable image 51 and the reserved image 52 displayed by winning the first start port 121 may be displayed in a different form from the variable image 51 and the reserved image 52 displayed by winning the second start port 122.

[0274] In addition, in the following description, the maximum four reserved images 52 displayed may be referred to as the "first reserved image 52," the "second reserved image 52," the "third reserved image 52," and the "fourth reserved image 52," in order of their proximity to the varying image 51.

[0275] (Pending number display 55) As shown in FIG. 43(1), the image display unit 114 displays a reserved number display 55 based on information in a memory area corresponding to reserved balls in the RAM 303 (see FIG. 4, etc.). This reserved number display 55 is an image showing the reserved number. Here, the reserved image 52 displayed on the image display unit 114 changes in number according to the reserved number for winning balls in the first starting hole 121 and the second starting hole 122. In the reserved number display 55, the reserved number for winning balls in the first starting hole 121 is displayed on the left side, and the reserved number for winning balls in the second starting hole 122 is displayed on the right side.

[0276] (Small design 56) As shown in Fig. 43(1), the image display unit 114 displays a small symbol 56 indicating that the special symbol is being variably displayed (the decorative symbol 41 is being variably displayed) based on winning at the first start port 121 or the second start port 122 by the special symbol variably control unit 233 (see Fig. 6, etc.). The small symbol 56 is controlled by the performance control unit 300 to variably display in accordance with the variably displayed special symbol, and to stop display in accordance with the stop display of the special symbol.

[0277] In the illustrated example, the small patterns 56 are three images corresponding to the decorative patterns 41, and are displayed on the right side of the image display area of ​​the image display unit 114. The small patterns 56 are displayed as images smaller in size than the decorative patterns 41. As described above, the decorative patterns 41 may be displayed in a highly decorative display mode or a less decorative display mode, but the small patterns 56 are displayed only in a less decorative display mode mainly consisting of characters. However, the small patterns 56 may be displayed in a display mode in which images such as pictures and characters are displayed in addition to characters. In other words, the small patterns 56 may be less decorative than the highly decorative decorative patterns 41.

[0278] The small pattern 56 is displayed (vertically scrolled) in a manner that indicates that the special pattern is being displayed in a variable manner in response to winning at the first starting gate 121 or the second starting gate 122. In the small pattern 56, during scrolling, a number image is displayed from "1" to "9" in increments of 1, and then the display is repeated, increasing by 1 from "1" again. Then, when the special pattern is displayed in a stopped state, the small pattern 56 is displayed in a stopped state. In the illustrated example, the number indicated by the stopped small pattern 56 matches the number indicated by the decorative pattern 41. To explain further, in the example of FIG. 43(1), a number corresponding to "412" of the decorative pattern 41 is displayed as the small pattern 56. The small pattern 56 can also be regarded as a performance pattern.

[0279] (Stage image 61) As shown in Fig. 43(1), a stage image 61 is displayed on the image display unit 114 as a background for the decorative pattern 41, etc. This stage image 61 is, for example, an image (stage, etc.) related to the content (idols, anime characters, etc.) that is the subject of the pachinko gaming machine 100. In the illustrated example, a space-themed moving image is displayed as the stage image 61. Moreover, the stage image 61 in this embodiment is an image that is played in a loop. More specifically, an image within a partial area (selected area) of the entire image (whole image) that constitutes the background of the decorative pattern 41, etc., is displayed on the image display unit 114 as the stage image 61. The selected area moves in one direction over time, and when it reaches the end of the whole image, it repeats moving in the opposite direction (loops). As a result, the stage image 61 displayed on the image display unit 114 changes over time, and the same image is repeated at regular intervals.

[0280] In this embodiment, the performance control unit 300 selects one of the multiple performance modes and executes a variable performance in the selected performance mode. The performance control unit 300 then displays the stage image 61 in a display mode corresponding to the selected performance mode. The performance modes in this embodiment are provided for each game state of the pachinko gaming machine 100, and the performance control unit 300 sets the performance mode according to the switched game state each time the game state of the pachinko gaming machine 100 is switched, and displays the stage image 61 in a display mode corresponding to the set performance mode. In addition, when a variable performance in one performance mode has been performed a predetermined number of times, the performance control unit 300 switches the performance mode and displays the stage image 61 in a display mode corresponding to the switched performance mode. Therefore, the performance mode can also be regarded as a stage displayed in the stage image 61. In addition, the stage image 61 (display mode of the stage image 61) may be switched, for example, when a specific variable performance (for example, a variable performance in which an SP reach or SPSP reach performance is performed) is performed. In this embodiment, the stage image 61 is displayed in a layer behind other performance images such as the decorative pattern 41, volume image 42, light intensity image 43, variable image 51, pending image 52, pending number display 55, small pattern 56, etc.

[0281] (Stage announcement image 501) 43(1), a stage notification image 501 is displayed on the image display unit 114. The stage notification image 501 is an image that notifies or suggests the stage that has been set in the performance control unit 300. In the example shown, the text "Space" that notifies or suggests the stage that has been set in the performance control unit 300 is displayed as the stage notification image 501.

[0282] (Image of number of changes 502) As shown in Fig. 43(1), the image display unit 114 displays a variation count image 502. The variation count image 502 is an image that notifies or suggests the number of times the variation effect has been executed in the normal game state (the number of times the special symbol has changed). In the illustrated example, the variation count image 502 displays the text "10 games" including the number of times the variation effect has been executed in the normal game state (the number of times the special symbol has changed).

[0283] (First right-handed image 503) As shown in FIG. 43(5), the image display unit 114 displays a first right hit image 503. The first right hit image 503 is an image for encouraging the player to shoot the game ball toward the right side of the game area 111. In the illustrated example, an arrow mark pointing to the right side is displayed as the first right hit image 503. The first right hit image 503 is displayed, for example, during the execution of a big win game and in a time-saving game state. The first right hit image 503 will be described in detail later.

[0284] (Time-saving remaining count image 504) As shown in Fig. 43(5), the image display unit 114 displays a time-saving remaining number image 504. The time-saving remaining number image 504 is an image showing the remaining number of times for special symbol selection in the time-saving game state (the remaining number of variable effects in the time-saving game state). In the illustrated example, the time-saving remaining number image 504 displays the text "90 more", which shows that the remaining number of times for special symbol selection in the special time-saving game state is 90.

[0285] (Waiting volume image 44) As shown in Fig. 52(2), a customer waiting volume image 44 is displayed on the image display unit 114. The customer waiting volume image 44 is an image showing the volume of the sound output from the speaker 156 set in the performance control unit 300 when the venue is in a customer waiting state. The customer waiting volume image 44 will be described in detail later.

[0286] (Photo 45 of the light intensity waiting for customers) As shown in Fig. 52(2), the image display unit 114 displays a customer waiting light amount image 45. The customer waiting light amount image 45 is an image showing the size set in the performance control unit 300 as the light amount of the light emitted by the board lamp 116, the frame lamp 157, the movable role object 115, and the performance button 161 when the venue is in a customer waiting state. The customer waiting light amount image 45 will be described in detail later.

[0287] (Menu promotion image 46) As shown in Fig. 52(2), a menu promotion image 46 is displayed on the image display unit 114. The menu promotion image 46 is an image that prompts the user to perform an operation to display a menu image 505, which will be described later. In the illustrated example, the menu promotion image 46 displays an image that resembles the performance button 161 and the text "Display menu by operation." The menu promotion image 46 will be described in detail later.

[0288] (Menu image 505) As shown in Fig. 52(6), menu image 505 is displayed on image display unit 114. Menu image 505 is an image showing items of performance that can be set in performance control unit 300. Menu image 505 is displayed over the entire display area of ​​image display unit 114. However, menu image 505 may be displayed in a part of the display area of ​​image display unit 114 and not in the other part.

[0289] (Demo image 506) As shown in FIG. 52(8), a demo image 506 is displayed on the image display unit 114. The demo image 506 is an image for advertising the pachinko gaming machine 100 when it is in a waiting state for customers. The demo image 506 is displayed in the entire display area of ​​the image display unit 114. However, the demo image 506 may be displayed in a part of the display area of ​​the image display unit 114 and not in the other part. The demo image 506 may also be a moving image. In the illustrated example, a moving image related to the content that is the subject of the pachinko gaming machine 100 is displayed as the demo image 506.

[0290] (First left-handed image 47) As shown in FIG. 54(2), the first left hit image 47 is displayed on the image display unit 114. The first left hit image 47 is an image for encouraging the player to launch the game ball toward the left side of the game area 111. In the illustrated example, the text "Hit Left" is displayed as the first left hit image 47. The first left hit image 47 will be described in detail later.

[0291] (Second left-handed image 48) As shown in FIG. 54(8), the second left hit image 48 is displayed on the image display unit 114. The second left hit image 48 is an image for encouraging the player to launch the game ball toward the left side of the game area 111. In the illustrated example, the text "Hit Left" is displayed as the second left hit image 48. The second left hit image 48 has a larger display size than the first left hit image 47. The second left hit image 48 will be described in detail later.

[0292] (Second right-hand shot image 507) As shown in FIG. 58(2), the image display unit 114 displays a second right hit image 507. The second right hit image 507 is an image for encouraging the player to launch the game ball toward the right side of the game area 111. In the illustrated example, the text "Right Hit" is displayed as the second right hit image 507. The second right hit image 507 has a larger display size than the first right hit image 503. The second right hit image 507 will be described in detail later.

[0293] (First precursor image 508) As shown in Fig. 60(1), first precursor emphasis image 508 is displayed on image display unit 114. First precursor emphasis image 508 is an image that emphasizes that a button effect will be executed as a precursor to the button effect. In other words, first precursor emphasis image 508 is an image that emphasizes that button image 509 will be displayed as a precursor to the display of button image 509 (see Fig. 60(2)), which will be described later. In the illustrated example, an image that imitates light is displayed as first precursor emphasis image 508.

[0294] (Button image 509) As shown in FIG. 60(2), the image display unit 114 displays a button image 509. The button image 509 is an image that emphasizes the promotion of the operation of the effect button 161. The button image 509 is displayed when a button effect is being executed. By displaying this button image 509, the player can recognize that it is time to operate the effect button 161. In the illustrated example, an image imitating the effect button 161 and a gauge indicating the operation valid period are displayed as the button image 509. The operation valid period is a period during which the operation of the effect button 161 is accepted by the effect control unit 300 as being valid. When the button image 509 is displayed during the operation valid period and the effect button 161 is operated between the display of the button image 509 and the lapse of the operation valid period, a predetermined effect is executed. The button image 509 will be described in detail later.

[0295] (Enhanced image 510 after the first operation) As shown in Fig. 61 (10), a first post-operation emphasis image 510 is displayed on the image display unit 114. The first post-operation emphasis image 510 is an image that emphasizes that the effect button 161 has been operated when a button effect is being executed. In other words, the first post-operation emphasis image 510 is an image that is displayed in response to the operation of the effect button 161 when a button effect is being executed. In the illustrated example, an image that imitates light is displayed as the first post-operation emphasis image 510.

[0296] (Enhanced image 511 after second operation) As shown in Fig. 61 (11), a second post-operation emphasis image 511 is displayed on the image display unit 114. The second post-operation emphasis image 511 is an image that emphasizes that the effect button 161 has been operated when a button effect is being executed. In other words, the second post-operation emphasis image 511 is an image that is displayed in response to the operation of the effect button 161 when a button effect is being executed. In the illustrated example, an image that imitates light is displayed as the second post-operation emphasis image 511.

[0297] (Enhanced image 512 after 3rd operation) As shown in Fig. 61 (12), a third post-operation emphasis image 512 is displayed on the image display unit 114. The third post-operation emphasis image 512 is an image that emphasizes that the effect button 161 has been operated when the button effect is being executed. In other words, the third post-operation emphasis image 512 is an image that is displayed in response to the operation of the effect button 161 when the button effect is being executed. In the illustrated example, an image that imitates light is displayed as the third post-operation emphasis image 512.

[0298] (Second precursor image 513) As shown in Fig. 63(1), second precursor emphasis image 513 is displayed on image display unit 114. Second precursor emphasis image 513 is an image that emphasizes that a button effect will be executed as a precursor to the button effect. In other words, second precursor emphasis image 513 is an image that emphasizes that button image 509 will be...

Claims

[Claim 1] A gaming machine capable of executing a special game advantageous to a player, A determination means for making a determination; A performance control means for controlling the performance, The performance control means includes: The mode can be set to either a first mode or a second mode, It is possible to display information display according to game information, A predetermined character image can be displayed, It is possible to execute a role production that operates the movable means, It is possible to execute a variable performance in which the performance pattern is displayed in a variable manner and then stopped. In the variable performance, a first emphasis performance that emphasizes the performance pattern can be executed, It is possible to execute an operation performance that prompts the user to operate the operation means, A second emphasis effect that emphasizes the operation effect can be executed, The operation performance includes a first operation performance and a second operation performance, The second emphasis performance can include a first operation emphasis performance executed in the first operation performance and a second operation emphasis performance executed in the second operation performance, A display cycle of the first operation emphasis effect and a display cycle of the second operation emphasis effect can be made different from each other, It is possible to execute a role emphasis performance that emphasizes the role performance, The role performance includes a first role performance and a second role performance, The role emphasis performance includes a first role emphasis performance executed in the first role emphasis performance and a second role emphasis performance executed in the second role emphasis performance, The display cycle of the first feature highlighting effect and the display cycle of the second feature highlighting effect can be made different from each other, The second operation performance is more likely to be executed when the second operation performance is executed than when the first operation performance is executed, It is possible to execute specific notifications regarding production effects, In a specific variable performance, the first emphasis performance can be limited, and the specific notification can be executed, When the first mode is set and when the second mode is set, It is possible to make the sound during the execution of the second emphasis performance different, When the first mode is set and when the second mode is set A gaming machine in which it is possible to make the notification sound related to the specific notification common.

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