Gaming machine

The gaming machine addresses the decreased interest in displaying production history by allowing notification effects related to predetermined conditions during a specific period, enhancing player engagement without interrupting gameplay.

JP7684471B2Active Publication Date: 2025-05-27SANKYO CO LTD
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Patent Information

Application Number
JP2024065079
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-15
Publication Date
2025-05-27
Estimated Expiration
2039-07-24

AI Technical Summary

Technical Problem

The interest in displaying production history in gaming machines has been reduced since it can only be displayed in a non-gaming state.

Method used

A gaming machine that can be controlled to an advantageous state, such as a jackpot gaming state, with specific areas through which a gaming medium can pass, allowing for the execution of notification effects related to the establishment of predetermined conditions during a specific period.

Benefits of technology

Enables the confirmation of executed effects without interrupting the game, thereby improving player interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007684471000001
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    Figure 0007684471000002
  • Figure 0007684471000003
    Figure 0007684471000003
Patent Text Reader

Abstract

To provide a game machine capable of preventing a decrease in interest when a performance history is displayed.SOLUTION: A game machine includes a passage gate 41 through which game balls can pass, can control to a jackpot game state advantageous to a player on the basis of passage of game balls through the passage gate 41 after satisfaction of a predetermined condition (stop-and-display of a jackpot pattern), can execute plural kinds of performances (a cut-in performance, a speech performance, and a group notice performance), and can execute a performance history display performance capable of specifying a performance relating to satisfaction of a predetermined condition from among performances executed before satisfaction of a predetermined condition during a gate passage wait period as time after satisfaction of a predetermined condition and before game balls pass through the passage gate 41. Accordingly, an executed performance can be confirmed without interrupting a game, thus enhancing interest.SELECTED DRAWING: Figure 9-34
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines that can be controlled to an advantageous state for the player.

Background Art

[0002] As a gaming machine, there is one in which a game ball, which is a game medium, is launched into a game area by a launching device, and when the game ball wins in a winning area such as a winning hole provided in the game area, a predetermined number of prize balls are paid out to the player. Further, a variable display area capable of variably displaying (also referred to as "fluctuating") identification information is provided, and when the display result of the variable display of the identification information in the variable display area becomes a specific display result, the game state (the state of the gaming machine. Therefore, specifically, the state in which the gaming machine is controlled.) is changed to give a predetermined game value to the player (so-called pachinko machine).

[0003] Also, after setting a predetermined number of bets for a predetermined game medium per game, when the player operates the start lever to start the variable display of the identification information by the variable display area, and the player operates the stop button provided corresponding to each variable display area, the variable display of the identification information is stopped within the range of a predetermined maximum delay time from the operation timing, and a winning occurs according to the display result derived when the variable displays of all the variable display areas are stopped, and a predetermined game medium determined in advance is paid out according to the winning. There is one configured such that when a specific winning occurs, the game state is set to a state that gives a predetermined game value to the player (so-called slot machine).

[0004] Note that the game value means paying out prize balls, the state of the variable winning ball device provided in the game area of the gaming machine becoming an advantageous state for the player who is likely to win with a hit ball, generating a right for the player to be in an advantageous state, or the state of making it easier for the conditions for paying out prize balls to be satisfied.

[0005] In a pachinko gaming machine, when a specific display mode determined in advance is derived and displayed as a display result of variable display of production symbols (identification information) started in a variable display area based on the winning of a game ball in a start winning opening, a "big win" occurs. Note that the derived display means finally stopping and displaying the symbol (the final stop symbol). When a big win occurs, for example, it shifts to a big win gaming state where the big winning opening is opened a predetermined number of times and it is easy for the playing ball to win. Then, during each opening period, when there is a win in a predetermined number (for example, 10) of big winning openings, the big winning opening closes. And the number of times the big winning opening is opened is fixed at a predetermined number (for example, 15 rounds). Note that for each opening, an opening time (for example, 29 seconds) is determined, and the big winning opening closes when the opening time elapses even if the number of wins does not reach the predetermined number. Hereinafter, the opening period of each big winning opening may be referred to as a round. Also, the game in a round may be referred to as a round game.

[0006] Also, in the variable display area, a symbol other than the symbol that becomes the final stop symbol (for example, the middle symbol among the left, middle, and right symbols) stops, sways, expands and contracts or deforms in a state of continuously matching a specific display result for a predetermined time, or a plurality of symbols fluctuate synchronously with the same symbol or the positions of the display symbols are swapped, and the state where the possibility of a big win continues before the final result is displayed (hereinafter, these states are referred to as reach states). The production performed in such a state is called a reach production. Also, the reach state and its state are called a reach mode. Furthermore, the variable display including the reach production is called a reach variable display. And when the display result of the symbol variably displayed in the variable display area is not a specific display result, it is a "miss" and the variable display state ends. The player enjoys the game while looking forward to how to cause a big win.

[0007] In addition, there has been a gaming machine that can be controlled to an advantageous state (e.g., a jackpot gaming state) based on the passage of a gaming medium through a specific area (e.g., a general-purpose gate) (see, for example, Patent Document 1). Further, there has been one that can display a menu screen in a non-gaming state in which a waiting customer demo image is displayed, and that displays a production history based on the actions of a player during the display of the menu screen (see, for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0008]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0009] However, since the production history can be displayed only in the non-gaming state, the interest when displaying the production history has been reduced.

[0010] Therefore, an object of the present invention is to provide a gaming machine that can prevent a decrease in interest when displaying a production history.

Means for Solving the Problems

[0011] The gaming machine according to the present invention is a gaming machine that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player, and includes a specific area (for example, the passage gate 41) through which a gaming medium (for example, a gaming ball) can pass, and after a predetermined condition (for example, stopping and displaying a jackpot symbol in the second KT state) is satisfied, advantageous state control means (for example, the part that executes steps S122 to S125 in the game control microcomputer 100) that can be controlled to an advantageous state based on the fact that the gaming medium has passed through the specific area, and effect execution means (for example, the part that sets an effect in step 057IWS925 and performs steps 057IWS930 and S8105 in the effect control CPU 120) that can execute a plurality of types of effects (for example, cut-in effects, dialogue effects, group preview effects). The effect execution means can execute a notification effect (for example, an effect history display effect) that can specify an effect related to the establishment of the predetermined condition among the effects executed before the predetermined condition is satisfied during a specific period (for example, the gate passage waiting period) after the predetermined condition is satisfied and until the gaming medium passes through the specific area (for example, the part that performs step 057IWS9705F in the effect control CPU 120). When a predetermined condition is satisfied, a preview effect can be executed that targets a variable display in which the predetermined condition was satisfied in a variable display prior to the variable display in which the predetermined condition is satisfied. Among the effects related to the satisfaction of the predetermined condition, an informative effect can be executed that can identify the effect executed in the variable display in which the predetermined condition is satisfied. On the other hand, an informative effect that can identify the preview effect is not executed, and among the effects executed in the variable display in which the predetermined condition is satisfied, an informative effect that can identify a first effect whose degree of expectation of being controlled to an advantageous state is higher than a specific degree of expectation can be executed. On the other hand, an informative effect that can identify a second effect whose degree of expectation of being controlled to an advantageous state is lower than the specific degree of expectation is not executed. It is characterized by this. According to such a configuration, the executed effects can be confirmed without interrupting the game, and the interest can be improved.

Brief Description of the Drawings

[0012]

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Mode for Carrying Out the Invention

[0013] (Basic Explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which is also the configuration and control of a general pachinko gaming machine) will be explained.

[0014] (Configuration, etc. of the pachinko gaming machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0015] At a predetermined position of the game board 2 (in the example shown in FIG. 1, on the right side of the game area), a first special symbol display device 4A and a second special symbol display device 4B for performing variable display (also referred to as a special symbol game) of a plurality of types of special identification information as special symbols (also referred to as special figures) are provided. These are each composed of 7-segment LEDs or the like. The special symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The special symbol may include a pattern in which all the LEDs are turned off.

[0016] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). The variations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, enlargement / reduction of one or more symbols, etc. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as variable display or variation.

[0017] Note that the special symbol variably displayed in the first special symbol display device 4A is also referred to as the "first special figure", and the special symbol variably displayed in the second special symbol display device 4B is also referred to as the "second special figure". Also, the special figure game using the first special figure is referred to as the "first special figure game", and the special figure game using the second special figure is also referred to as the "second special figure game". Note that there may be one type of special symbol display device that performs variable display of the special symbol.

[0018] Also, below the first special symbol display device 4A and the second special symbol display device 4B, a right hitting display 26 for prompting a right hitting operation for performing a firing operation aiming at the right side of the game area is provided. Note that the right hitting display 26 is constituted by, for example, an LED and is controlled to light by a game control microcomputer 100 (specifically, CPU 103) mounted on the main board 11 (see FIG. 2).

[0019] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is constituted by, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be constituted by a projector and a screen. Various effect images are displayed on the image display device 5.

[0020] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbol, such as a decorative symbol (a symbol indicating a number, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, the decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in the respective decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". Note that the special figure game and the variable display of the decorative symbol that are executed synchronously are collectively referred to simply as variable display.

[0021] Also, for example, on the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display whose execution is on hold is provided. In this example, a first hold display area 5A for displaying a hold display corresponding to the variable display of the first special figure and a second hold display area 5B for displaying a hold display corresponding to the variable display of the second special figure are provided. Note that a display area for displaying an active display corresponding to the variable display being executed may be provided on the screen of the image display device 5. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0022] Also, on the right side of the image display device 5, a right strike notification LED 37 for prompting a right strike operation is provided. Note that the right strike notification LED 37 is controlled to light by an effect control CPU 120 mounted on the effect control board 12 (see FIG. 2).

[0023] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. Also, the sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0024] In addition, at a predetermined position on the game board 2, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided. The first hold indicator 25A displays the first hold memory number according to the number of lit LEDs, and the second hold indicator 25B displays the second hold memory number according to the number of lit LEDs.

[0025] Below the image display device 5, a prize ball device 6A having a first start winning opening is provided. The game balls that win through the first start winning opening are guided to the back of the game board 2 and detected by the first start opening switch 22A. When a game ball is detected by the first start opening switch 22A, a predetermined number (one) of game balls are paid out as prize balls based on this detection information.

[0026] Also, to the right of the first start winning opening, a row of pins 19 is provided, configured so that the game balls flowing down from the right side of the game area do not enter the area where the first start winning opening is provided. In this way, by providing the row of pins 19 that prevents the game balls flowing down from the right side of the game area from entering, the game balls can only win through the first start winning opening when a game ball is launched aiming at the left side of the game area (so-called left shot operation).

[0027] Note that in this example, it shows the case where the game balls can only win through the first start winning opening when a left shot operation is performed due to the provision of the row of pins 19, but it is not limited to such a mode. For example, the game balls may be configured to be able to win through the first start winning opening only when a left shot operation is performed because the first start winning opening is provided on the left side of the game area, or the game balls may be configured to be able to win through the first start winning opening only when a left shot operation is performed by providing the first start winning opening on the left side of the game area and also providing the row of pins 19.

[0028] To the right of the image display device 5, a passing gate 41 is provided. The game balls that pass through the passing gate 41 are detected by the gate switch 21.

[0029] Below the gate 41, a special variable winning ball device 7 that forms a large winning opening is provided. The special variable winning ball device 7 extends in the left-right direction in a slightly inclined state, and by moving a plate-shaped bottom member formed as the bottom surface of the flow path through which the game balls flow back and forth in the front-rear direction, the game balls can enter the large winning opening located below the bottom member. It can be changed between an open state (also referred to as an open state) and a closed state (also referred to as a closed state) where the game balls cannot enter. When a big win gaming state occurs when a specific display result (big win symbol) is derived and displayed on the first special symbol display device 4A or the second special symbol display device 4B, the special variable winning ball device 7 executes an opening control that moves the bottom member backward from the closed state where the bottom member is moved forward toward the front, and opens the large winning opening that becomes the winning area.

[0030] Below the special variable winning ball device 7, a special variable winning ball device 17 that forms a special winning opening for small wins and a variable winning ball device 6B having a second start winning opening are provided. As shown in FIG. 1, the special variable winning ball device 17 is arranged on the left side, and the variable winning ball device 6B is arranged adjacent to its right side. These special variable winning ball device 17 and variable winning ball device 6B extend in the left-right direction in a slightly inclined state, and by moving a plate-shaped bottom member formed as the bottom surface of the flow path through which the game balls flow back and forth in the front-rear direction, the game balls can enter the special winning opening or the second start winning opening located below the bottom member. It can be changed between an open state (also referred to as an open state) and a closed state (also referred to as a closed state) where the game balls cannot enter. When a small win gaming state occurs when a predetermined display result (small win symbol) is derived and displayed on the first special symbol display device 4A or the second special symbol display device 4B, the special variable winning ball device 17 executes an opening control that moves the bottom member backward from the closed state where the bottom member is moved forward toward the front, and opens the special winning opening that becomes the winning area. Also, when a winning symbol is derived and displayed on the normal symbol display 20, the variable winning ball device 6B executes an opening control that moves the bottom member backward from the closed state where the bottom member is moved forward toward the front, and opens the second start winning opening that becomes the winning area.

[0031] In this example, the special variable winning ball device 7, the special variable winning ball device 17, and the variable winning ball device 6B are formed to have the same structure. Also, as shown in FIG. 1, since the bottom member of the special variable winning ball device 7 is formed in a manner that is slightly inclined from the upper left to the lower right, a game ball that has fallen onto the special variable winning ball device 7 will move from the upper left to the lower right on the special variable winning ball device 7 if the special variable winning ball device 7 is in a closed state, and then fall onto the variable winning ball device 6B below it.

[0032] Also, in this example, the special variable winning ball device 17 is slightly larger than the variable winning ball device 6B. Further, as shown in FIG. 1, since the bottom members of the special variable winning ball device 17 and the variable winning ball device 6B are formed in a manner that is slightly inclined from the upper right to the lower left, game balls on the special variable winning ball device 17 or the variable winning ball device 6B will move from the upper right to the lower left on the special variable winning ball device 17 or the variable winning ball device 6B if the special variable winning ball device 17 or the variable winning ball device 6B is in a closed state. Also, as shown in FIG. 1, since the special variable winning ball device 17 and the variable winning ball device 6B are arranged adjacent to each other, a game ball that has fallen onto the variable winning ball device 6B without winning in the special variable winning ball device 7 will win in the second start winning port if the bottom member of the variable winning ball device 6B has retracted and the second start winning port is in an open state, and the game ball will not flow towards the special variable winning ball device 17. On the other hand, if the second start winning port is not in an open state, the game ball will move on the bottom member of the variable winning ball device 6B and be guided towards the special variable winning ball device 17. At this time, if the bottom member of the special variable winning ball device 17 has retracted and the special winning port is in an open state, the game ball will win in the special winning port. Furthermore, if the special winning port is not in an open state either, the game ball will move on the bottom member of the special variable winning ball device 17 and simply fall towards the out port.

[0033] Also, in this example, the special variable winning ball device 7, the special variable winning ball device 17, and the variable winning ball device 6B are each formed with a plurality of regulating plates that reduce the flow rate of the game balls flowing down on the bottom member. In this example, by providing the regulating plates in the special variable winning ball device 7, the special variable winning ball device 17, and the variable winning ball device 6B, the flow direction of the game balls flowing down from the upper left to the lower right or from the upper right to the lower left is changed so that the game balls meander with a movement component in the front-rear direction, and the time taken for the flow is delayed compared to the case where there are no regulating plates.

[0034] In this example, as shown in FIG. 1, the special variable winning ball device 17 is arranged on the left side and the variable winning ball device 6B is arranged on the right side. However, the bottom members of the special variable winning ball device 17 and the variable winning ball device 6B are formed to gently slope from the upper right to the lower left, and when the bottom members are not retracted and are in the closed state, the game balls are configured to flow from the variable winning ball device 6B toward the special variable winning ball device 17. In this sense, it can be said that the variable winning ball device 6B is provided on the upstream side and the special variable winning ball device 17 is provided on the downstream side.

[0035] Inside the big winning opening, a switch (first count switch 23) capable of detecting the game balls that have won inside the big winning opening is provided. When a game ball is detected by the first count switch 23, a predetermined number (for example, 15) of game balls are paid out as prize balls based on this detection information. Therefore, if the special variable winning ball device 7 is open-controlled and the big winning opening becomes open, it becomes an advantageous state for the player. On the other hand, if the special variable winning ball device 7 is closed-controlled and the big winning opening becomes closed, since the game balls cannot pass (enter) through the big winning opening to obtain prize balls, it becomes a disadvantageous state for the player.

[0036] Inside the special winning opening, there is a switch (second count switch 24) capable of detecting a game ball that has won inside the special winning opening. When a game ball is detected by the second count switch 24, based on this detection information, a predetermined number (for example, 10) of game balls are paid out as prize balls. Here, when a game ball passes (enters) through the special winning opening that has become open in the special variable prize ball device 17, although the number of prize balls is smaller compared to when a game ball wins in the big winning opening, more prize balls are paid out than when a game ball passes (enters) through other winning openings such as the first starting winning opening 1 or the second starting winning opening. Therefore, if the special variable prize ball device 17 is open-controlled and the special winning opening becomes open, it becomes an advantageous state for the player. On the other hand, if the special variable prize ball device 17 is closed-controlled and the special winning opening becomes closed, since a game ball cannot pass (enter) through the special winning opening to obtain prize balls, it becomes a disadvantageous state for the player.

[0037] Also, inside the second starting winning opening, there is a second starting opening switch 22B capable of detecting a game ball that has won inside the second starting winning opening. When a game ball is detected by the second starting opening switch 22B, based on this detection information, a predetermined number (1) of game balls are paid out as prize balls.

[0038] Hereinafter, the first starting winning opening and the second starting winning opening may be collectively referred to as the starting winning opening or the starting opening.

[0039] In this pachinko gaming machine 1, since the passing gate 41, the special variable prize ball device 7 (big winning opening), the variable prize ball device 6B (second starting winning opening), and the special variable prize ball device 17 (special winning opening) are provided on the right side of the gaming area, during a big win game or in the KT state (so-called small win time), the player aims at the right side of the gaming area and performs a shooting operation (so-called right shot operation).

[0040] At predetermined positions on the game board 2 (in the example shown in FIG. 1, four positions in the lower left and right of the game area), a general winning opening 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning openings 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.

[0041] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start opening (the first start winning opening, the second start winning opening) is also referred to as start winning.

[0042] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from special symbols. The normal symbol is represented by a lighting pattern such as a number indicating "0" to "9" or "-". The normal symbol may include a pattern in which all the LEDs are turned off. Such variable display of the normal symbol is also called a normal symbol game.

[0043] Above the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C is composed of, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games whose execution is on hold, by the number of lit LEDs.

[0044] In this pachinko machine 1, based on the fact that the game ball has passed through the passing gate 41, variable display of the normal symbol is executed. Therefore, the passing gate 41 serves as a normal start area. However, when the big win symbol is derived and displayed, the game ball passes through the passing gate 41 and the machine shifts to the big win game state. Therefore, the passing gate 41 also serves as an operating area. Accordingly, the passing gate 41 is configured as a combined gate that serves both as a normal start area and an operating area.

[0045] In addition to the above configuration, a windmill and a number of obstacle pins for changing the flow direction and speed of the game balls are provided on the surface of the game board 2. At the lowermost part of the game area, an out port is provided for taking in game balls that have not entered any of the winning ports.

[0046] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3. Further, a frame LED 9 for game effects is provided at the periphery of the game area.

[0047] A movable body 32 that operates according to the presentation is provided at a predetermined position (not shown in FIG. 1) of the game board 2.

[0048] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to fire a game ball toward the game area by a hitting and launching device is provided.

[0049] At a predetermined position of the game machine frame 3 below the game area, a hitting supply tray (upper tray) is provided for holding (storing) game balls paid out as prize balls or game balls lent by a predetermined ball lending machine so as to be supplyable to the hitting and launching device. Below the upper tray, a hitting supply tray (lower tray) is provided for paying out prize balls when the upper tray is full.

[0050] At a predetermined position of the game machine frame 3 below the game area, a stick controller 31A that can be held and tilted by the player is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).

[0051] At a predetermined position of the game machine frame 3 below the game area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 2).

[0052] In the pachinko gaming machine 1, as detection means for detecting the operations (such as operations) of the player, a stick controller 31A and push buttons 31B are provided, but other detection means may also be provided.

[0053] (Outline of game progress) In this pachinko gaming machine 1, when the game state is the normal state, it is advantageous for the player to perform a shooting operation (so-called left shot operation) aiming at the left side of the game area. By the rotation operation by the player on the hitting operation handle 30 provided in the pachinko gaming machine 1, a left shot operation is performed, and when the game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A is started.

[0054] During the period of executing the special symbol game, or during the period controlled to the big win game state or small win game state described later, when the game ball enters (wins) the start winning opening (when a start win occurs but the special symbol game based on the start win cannot be executed immediately), the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0055] In the first special symbol game, if a specific special symbol (big win symbol, for example, "7", the actual symbol varies according to the big win type described later) is stopped and displayed as the determined special symbol, it is a "big win". Also, if a special symbol different from the big win symbol (losing symbol, for example, "-") is stopped and displayed, it is a "loss". Note that even in the first special symbol game, it may be configured such that a small win symbol is stopped and displayed at an extremely low rate and it may be a "small win".

[0056] After the display result in the first special symbol game becomes a "big win", it is controlled to the big win game state as an advantageous state for the player on the condition that the game ball has passed through the passing gate 41.

[0057] In the jackpot game state, the big winning opening formed by the special variable winning ball device 7 is opened in a predetermined manner. The open state continues until the earlier of the timing when a predetermined period (for example, 29 seconds or 1.8 seconds) elapses and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening is in the open state like this is called a round (round game). In the jackpot game state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.

[0058] In the jackpot game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the jackpot game state is an advantageous state for the player. The more rounds there are in the jackpot game state and the longer the opening upper limit period is, the more advantageous it is for the player.

[0059] Note that jackpot types are set for the "jackpot". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and game states after the jackpot game state (normal state, probability variation state (high probability state), KT state, high base state, etc.) are prepared, and jackpot types are set according to these. As jackpot types, there may be provided jackpot types that can obtain a large number of prize balls and jackpot types that obtain few prize balls or almost no prize balls.

[0060] After the jackpot game state ends, it may be controlled to a probability variation state, a KT state, or a high base state according to the above-mentioned jackpot type.

[0061] In the probability variation state (probability fluctuation state), probability variation control is executed in which the probability that the display result becomes "jackpot" is higher than that in the normal state. Since the probability variation state is a state in which the variation efficiency of the special symbol is improved and it is easy to get a "jackpot", it is an even more advantageous state for the player.

[0062] In the KT state, KT control that is more likely to result in a small win than in the normal state is executed. In this pachinko machine 1, since a certain number of prize balls can be obtained even in the small win gaming state, although the number of prize balls obtained is less compared to the big win gaming state, it is an advantageous state for the player.

[0063] In the high base state, control (time shortening control) that shortens the average special figure variation time (the period during which the special figure varies) compared to the normal state is executed (time shortening state), and by improving the probability of "ordinary figure win" in the ordinary figure game compared to the normal state, etc., control (high opening control, high base control) that makes it easier for the game ball to enter the second start winning opening is also executed. Since the high base state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0064] The sure change state, KT state, and high base state continue until any one of the end conditions, such as a predetermined number of special figure games being executed and the next big win gaming state starting, is satisfied first. What is called "running out of times" (sure change when running out of times, etc.) is when the execution of a predetermined number of special figure games becomes the end condition.

[0065] The normal state refers to a gaming state other than advantageous states such as the big win gaming state that is advantageous for the player, special states such as the sure change state, KT state, and high base state, and is a state in which the pachinko machine 1, such as the probability that the display result in the special figure game becomes "big win", is controlled in the same way as the initial setting state of the pachinko machine 1 (for example, when no predetermined return process is executed after power-on as in the case of a system reset).

[0066] When the jackpot game ends and the game state is controlled to the probability-variable state, the KT state, or the high-base state, it is advantageous for the player to perform a firing operation (right hitting operation) aiming at the right side of the game area. By rotating the hitting operation handle 30 provided in the pachinko game machine 1 by the player, the right hitting operation is performed. When the game ball passes through the passing gate 41, the normal symbol game by the normal symbol display 20 is started. When the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution or the like (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be immediately executed), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).

[0067] In this normal symbol game, if a specific normal symbol (winning normal symbol) stops being displayed, the display result of the normal symbol becomes "winning in normal symbols". On the other hand, as the determined normal symbol, if a normal symbol other than the winning normal symbol (losing normal symbol) stops being displayed, the display result of the normal symbol becomes "losing in normal symbols". When it becomes "winning in normal symbols", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0068] When the game ball enters the second start winning opening formed in the variable prize ball device 6B, the second special symbol game by the second special symbol display device 4B is started.

[0069] In the second special symbol game, if a specific special symbol (jackpot symbol, for example, "7", and the actual symbol varies according to the jackpot type described later) stops being displayed as the determined special symbol, it becomes a "jackpot". If a predetermined special symbol different from the jackpot symbol (small win symbol, for example, "2") stops being displayed, it becomes a "small win". Also, if a special symbol different from the jackpot symbol and the small win symbol (losing symbol, for example, "-") stops being displayed, it becomes a "loss".

[0070] After the display result in the second special symbol game becomes a "jackpot", it is controlled to the jackpot game state as an advantageous state for the player on the condition that the game ball has passed through the passing gate 41. After the display result in the second special symbol game becomes a "small win", it is controlled to the small win game state.

[0071] In the small win gaming state, the special winning opening formed by the special variable winning ball device 17 is opened in a predetermined opening mode. Note that, similar to the jackpot type, a small win type may also be provided for the "small win".

[0072] After the small win gaming state ends, the gaming state is not changed, and the control continues in the gaming state before the display result of the special figure game becomes "small win" (however, when the special figure game at the time of the "small win" occurrence is the special figure game of the predetermined number of times in the above-mentioned count cut-off, the gaming state is naturally changed).

[0073] Note that the gaming state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the jackpot gaming state. For example, when the game ball passes through the specific area, it may be controlled to the probability variable state after that jackpot gaming state.

[0074] (Advancement of the performance, etc.) In the pachinko gaming machine 1, various performances (performances for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said performance will be described below. Note that the said performance is carried out by displaying various performance images on the image display device 5, but in addition to or instead of the said display, it may also be carried out by voice output from the speakers 8L, 8R, and / or the lighting / extinguishing of the frame LEDs 9, the movement of the movable body 32, etc.

[0075] As a performance executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, 5R provided on the image display device 5, the variable display of the decorative symbols is started corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) stops being displayed in the first special figure game or the second special figure game, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, also stops being displayed (derived).

[0076] During the period from the start to the end of the variable display of the decorative symbol, the mode of the variable display of the decorative symbol may become a predetermined reach mode (reach is established). Here, the reach mode is, for example, a mode in which the variable display continues for the decorative symbols that have not yet stopped being displayed when the decorative symbol stopped being displayed on the screen of the image display device 5 constitutes a part of the jackpot combination described later.

[0077] In addition, a reach effect is executed in response to the reach mode being achieved during the variable display of the decorative symbol. In the pachinko gaming machine 1, multiple types of reach effects are executed in which the ratio (also called jackpot reliability or jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbol) becomes a "jackpot" varies according to the effect mode. Examples of reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0078] When the display result of the special figure game becomes a "jackpot", on the screen of the image display device 5, as the display result of the variable display of the decorative symbol, a determined decorative symbol that becomes a predetermined jackpot combination is derived (the display result of the variable display of the decorative symbol becomes a "jackpot"). As an example, the same decorative symbol (for example, "7", etc.) is aligned and stopped being displayed on a predetermined effective line in the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right".

[0079] In the case of a "probability-variable jackpot" that is controlled to enter the probability-variable state after the end of the jackpot gaming state, odd-numbered decorative symbols (for example, "7", etc.) may be aligned and stopped being displayed, and in the case of a "non-probability-variable jackpot (normal jackpot)" that is not controlled to enter the probability-variable state after the end of the jackpot gaming state, even-numbered decorative symbols (for example, "6", etc.) may be aligned and stopped being displayed. In this case, odd-numbered decorative symbols are also called probability-variable symbols, and even-numbered decorative symbols are also called non-probability-variable symbols (normal symbols). After becoming the reach mode with a non-probability-variable symbol, an upgrading effect that finally becomes a "probability-variable jackpot" may be executed.

[0080] When the display result of the special figure game is "a winning combination", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern (for example, "1 3 5", etc.) that becomes a predetermined winning combination is derived (the display result of the variable display of the decorative pattern becomes "a winning combination"). As an example, the decorative patterns that form the chance symbols are stopped and displayed on the predetermined effective lines in the decorative pattern display areas 5L, 5C, and 5R of "left", "center", and "right". Note that when the display result of the special figure game is "a big win" for some big win types (big win types in the big win game state in the same mode as the small win game state) and when it is "a winning combination", a common determined decorative pattern may be derived and displayed.

[0081] When the display result of the special figure game is "a losing combination", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a determined decorative pattern of a non-reach combination (also referred to as "non-reach losing combination") may be stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach losing combination"). Also, when the display result is "a losing combination", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a big win combination (also referred to as "reach losing combination") may be stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach losing combination").

[0082] The effects that the pachinko game machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect that previews the big win reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect that previews the big win reliability in the currently executed variable display and a preview preview effect that previews the big win reliability in the variable display before execution (the variable display whose execution is on hold). As the preview preview effect, an effect that changes the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.

[0083] Also, in the image display device 5, a pseudo - continuous effect may be executed that makes a single variable display appear as if it were multiple variable displays by pausing the decorative pattern temporarily during the variable display of the decorative pattern and then resuming the variable display.

[0084] Even during the jackpot gaming state, a jackpot - in effect for notifying the jackpot gaming state is executed. As the jackpot - in effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improving may be executed. Also, even during the minor - win gaming state, a minor - win - in effect for notifying the minor - win gaming state is executed. Note that, by executing a common effect during the minor - win gaming state and the jackpot gaming state of some jackpot types (jackpot types with the same mode as the minor - win gaming state, for example, jackpot types where the subsequent gaming state is a high - probability state), the player may not be able to tell whether the current state is the minor - win gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor - win gaming state and after the end of the jackpot gaming state, the player may not be able to distinguish whether it is a high - probability state or a low - probability state.

[0085] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer - waiting demo effect is executed).

[0086] (Board Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, an effect control board 12, an audio control board 13, an LED control board 14, a relay board 15, etc., as shown in FIG. 2. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, and a power supply board are arranged.

[0087] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (including the execution of the special figure game (including the management of holds), the execution of the general figure game (including the management of holds), the jackpot game state, the small win game state, the game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like.

[0088] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.

[0089] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing the programs stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variable patterns described later, the effect control commands described later, and various tables referred to when making various determinations described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is saved for a predetermined period even when the power supply to the pachinko game machine 1 is stopped. Note that all or part of the programs stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0090] The random number circuit 104 countably updates numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0091] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal symbol hold display 25C, etc., solenoid drive signals).

[0092] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switches (first count switch 23 and second count switch 24)) and transmits them to the game control microcomputer 100. By transmitting the detection signals, it is detected that a game ball has passed or entered.

[0093] The solenoid circuit 111 transmits solenoid drive signals (for example, signals for turning on solenoids 81, 82, and 83) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory, the solenoid 82 for the big winning port door, and the solenoid 83 for the special winning port.

[0094] The main board 11 (game control microcomputer 100) supplies, as part of the control of the progress of the game, production control commands (commands specifying (notifying) the progress status of the game, etc.) to the production control board 12 according to the progress of the game. The production control commands output from the main board 11 are relayed by the relay board 15 and supplied to the production control board 12. The production control commands include, for example, various determination results on the main board 11 (for example, the display results of special figure games (including the big win type), variable patterns used when executing special figure games (details will be described later)), the status of the game (for example, the start and end of variable display, the open status of the big winning port, the occurrence of a win, the number of stored holds, the game state), commands specifying the occurrence of an error, etc.

[0095] The performance control board 12 is a sub-control board independent of the main board 11, receives performance control commands, and has a function of executing performances (various performances according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received performance control commands.

[0096] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0097] The performance control CPU 120 executes the programs stored in the ROM 121, and together with the display control unit 123, performs processes for executing performances (processes for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0098] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.

[0099] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.

[0100] The display control unit 123 supplies a video signal corresponding to the executed effect to the image display device 5 based on the effect execution instruction from the effect control CPU 120, thereby causing the image display device 5 to display the effect image. The display control unit 123 further supplies a sound designation signal (a signal for designating the output sound) to the sound control board 13 and an LED signal (a signal for designating the lighting / extinguishing mode of the LED) to the LED control board 14 in order to perform sound output synchronized with the display of the effect image and lighting / extinguishing of the frame LED 9 and the right strike notification LED 37. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0101] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0102] The LED control board 14 is equipped with various circuits for driving the frame LED 9 and the right strike notification LED 37, drives the frame LED 9 and the right strike notification LED 37 based on the LED signal, and lights / extinguishes the frame LED 9 and the right strike notification LED 37 in the mode designated by the LED signal. In this way, the display control unit 123 controls sound output and lighting / extinguishing of the LED.

[0103] Note that the control of sound output, lighting / extinguishing of the LED (such as supply of the sound designation signal and the LED signal), and control of the movable body 32 (such as supply of a signal for operating the movable body 32) may be performed by the effect control CPU 120.

[0104] The random number circuit 124 countably updates numerical data indicating various random values (random numbers for effects) used for executing various effects in an updatable manner. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0105] The I / O 125 mounted on the performance control board 12 includes an input port for capturing performance control commands transmitted from, for example, the main board 11, etc., and an output port for transmitting various signals (video signals, sound designation signals, LED signals).

[0106] Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the LED control board 14, are also referred to as sub-boards. In a pachinko gaming machine 1, a plurality of sub-boards may be provided according to functions, or one sub-board may be configured to have a plurality of functions.

[0107] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0108] (Main operations of the main board 11) First, the main operations on the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the game control main process is executed by the CPU 103. FIG. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0109] In the game control main process shown in FIG. 3, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and settings to make the RAM 102 accessible.

[0110] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, the power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), initialization processing (step S8) is executed. In the initialization processing, the CPU 103 performs a RAM clear process of clearing the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.

[0111] Also, the CPU 103 transmits an effect control command instructing initialization to the effect control board 12 (step S9). When the effect control CPU 120 receives the effect control command, for example, on the image display device 5, a screen display is performed to notify that the initialization of the control of the gaming machine has been performed.

[0112] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 stops due to an unexpected power outage or the like (power failure), the CPU 103 executes power supply stop time processing immediately before becoming inoperable due to the stop of the power supply. In this power supply stop time processing, a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process of the RAM 102, and the like are executed. The data protection process includes adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The data to be backed up includes various data for progressing the game (including various flags, states of various timers, etc.), as well as the state of the backup flag and the error detection code. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in the RAM 102 (step S4; No), initialization processing (step S8) is executed.

[0113] When backup data is stored in the RAM 102 (step S4; Yes), the CPU 103 checks the data of the backed-up data (performed using an error detection code) and determines whether the data is normal (step S5). In step S5, for example, it is determined whether the data in the RAM 102 matches the data at the time of power supply interruption based on a parity bit or a checksum. If it is determined that these match, it is determined that the data in the RAM 102 is normal.

[0114] If it is determined that the data in the RAM 102 is not normal (step S5; No), since the internal state cannot be restored to the state at the time of power supply interruption, an initialization process (step S8) is executed.

[0115] If it is determined that the data in the RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state at the time of power supply interruption. In the recovery process, the CPU 103 sets the work area based on the stored content of the RAM 102 (the content of the backed-up data). As a result, the game state at the time of power supply interruption is restored, and if the special symbol was in the middle of changing, the change of the special symbol is resumed from the state before recovery by executing the game control timer interrupt process described later.

[0116] Then, the CPU 103 transmits an effect control command for instructing recovery from power failure to the effect control board 12 (step S7). In accordance with this, an effect control command for designating the game state before power failure that has been backed up, or an effect control command for designating the display result of the special figure game being executed in the case where the special figure game is being executed may be transmitted. As these commands, the same commands as those transmitted and set in the special symbol process processing described later can be used. When the effect control CPU 120 receives an effect control command for specifying the time of recovery from power failure, for example, on the image display device 5, a screen display for notifying that the recovery from power failure has been made or that the recovery from power failure is in progress is performed. The effect control CPU 120 may perform an appropriate screen display based on the effect control command.

[0117] After ending the recovery process or the initialization process and transmitting the effect control command to the effect control board 12, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S10). Then, the setting of the register of the CTC built in the game control microcomputer 100 is performed so that a timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S11), and interrupts are permitted (step S12). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute the timer interrupt process.

[0118] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 4. When starting the game control timer interrupt processing shown in FIG. 4, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, the first count switch 23, and the second count switch 24 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, an abnormality diagnosis of the pachinko game machine 1 is performed, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start wins, etc.), and probability variation information (information indicating the number of times of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0119] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes the first special symbol process (step S25A). By the CPU 103 executing the first special symbol process for each timer interrupt, execution and management of the first special symbol game are realized (details will be described later). Also, the CPU 103 executes the second special symbol process (step S25B). By the CPU 103 executing the second special symbol process for each timer interrupt, execution and management of the second special symbol game are realized. In this pachinko game machine 1, it is possible to execute the variable display of the first special symbol and the variable display of the second special symbol simultaneously in parallel.

[0120] Following the first special symbol process and the second special symbol process, the CPU 103 executes the accessory control process (step S25C). By executing the accessory control process at each timer interrupt, control of the big win game state, small win game state, game state, etc. is realized (details will be described later).

[0121] Following the accessory control process, the normal symbol process is executed (step S26). By executing the normal symbol process at each timer interrupt, execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passing of the game ball through the passing gate 41), and opening control of the variable winning ball device 6B based on "normal symbol win" are enabled. Execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold indicator 25C.

[0122] After executing the normal symbol process, as part of the game control timer interrupt process, processing when a power failure occurs, processing for paying out winning balls, etc. may be performed. Thereafter, the CPU 103 executes the command control process (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control process of step S27, a process of transmitting the transmitted and set effect control command to the sub-control board such as the effect control board 12 is performed. After executing the command control process, interrupts are permitted and then the game control timer interrupt process ends.

[0123] Also, although not described in FIG. 4, in the game control timer interrupt process, a test terminal process, which is a process for outputting a test signal for allowing the control state of the gaming machine to be confirmed outside the gaming machine, is also executed. In the test terminal process, the CPU 103 also performs control to output a test signal (right strike test signal) that can identify that it is a period during which a right strike operation is performed. Specifically, in the test terminal process, the CPU 103 performs control to output a right strike test signal during a jackpot game, during a minor jackpot game based on the variable display of the second special symbol, or during the KT state. On the other hand, in the test terminal process, the CPU 103 does not perform control to output a right strike test signal during a minor jackpot game based on the variable display of the first special symbol.

[0124] FIG. 5 is a flowchart showing an example of the process executed in step S25A shown in FIG. 4 as the first special symbol process. In this first special symbol process, the CPU 103 first executes a first start winning determination process (step S101A).

[0125] In the first start winning determination process, a process of detecting the occurrence of a start winning at the first start winning opening, storing hold information in a predetermined area of the RAM 102, and updating the first hold memory count is executed. When a start winning occurs at the first start winning opening, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored in the first hold memory buffer provided in the RAM 102 as hold information. Also, a process of pre-reading and determining the display result and the variation pattern based on the extracted random number value may be executed. After storing the hold information and the first hold memory count, transmission settings for transmitting an effect control command for designating the occurrence of a start winning, the first hold memory count, the result of pre-reading determination, etc. to the effect control board 12 are performed. The effect control command at the time of start winning thus set for transmission is transmitted from the main board 11 to the effect control board 12, for example, when the first special symbol process ends and the command control process in step S27 shown in FIG. 4 is executed.

[0126] After executing the first start winning determination process in S101, the CPU 103 selects and executes any one of the processes in steps S110A to S113A according to the value of the first special drawing process flag provided in the RAM 102. In each process of the first special symbol process (steps S110A to S113A), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are made.

[0127] The first special symbol normal process in step S110A is executed when the value of the first special drawing process flag is "0" (initial value). In this first special symbol normal process, a determination is made as to whether to start the first special drawing game based on, for example, the presence or absence of hold information. Also, in the first special symbol normal process, based on the random number value for determining the display result, whether the display result of the first special symbol or the decorative symbol is a "big win" or a "small win" or, in the case of a "big win", the type of big win is determined (predetermined) before the display result is derived and displayed. Further, in the first special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the first special drawing game is set corresponding to the determined display result. Thereafter, the value of the first special drawing process flag is updated to "1", and the first special symbol normal process ends.

[0128] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. In the effect control board 12, various tables are stored in the ROM 121.

[0129] The first variation pattern setting process in step S111A is executed when the value of the first special figure process flag is "1". This first variation pattern setting process includes a process of determining one of a plurality of types of variation patterns using a random number value for variation pattern determination based on a pre-determined result such as whether the display result is a "big win" or a "small win". In the first variation pattern setting process, when the variation pattern is determined, the value of the first special figure process flag is updated to "2", and the first variation pattern setting process ends.

[0130] The variation pattern specifies the execution time of the special figure game (special figure variation time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), and the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.

[0131] The first special symbol variation process in step S112A is executed when the value of the first special figure process flag is "2". This first special symbol variation process includes a process of setting for varying the first special symbol in the first special symbol display device 4A, a process of measuring the elapsed time since the start of the variation of the first special symbol, etc. Also, a determination is made as to whether the measured elapsed time has reached the special figure variation time corresponding to the variation pattern. When the elapsed time since the start of the variation of the first special symbol reaches the special figure variation time, the value of the first special figure process flag is updated to "3", and the first special symbol variation process ends.

[0132] Note that, in this example, since the variable display of the first special symbol and the variable display of the second special symbol can be executed in parallel, for example, when shifting to the first special symbol variable process (step S112A) and during the variable display of the first special symbol, there may be a case where a winning combination occurs in the variable display of the second special symbol and the game is controlled to a winning combination game. In this case, the game control microcomputer 100 (specifically, the CPU 103) determines whether it is during a winning combination game (specifically, determines whether the value of the second special symbol process flag corresponds to a value from before winning combination release process to winning combination end process), and if it is during a winning combination game, the value of the first special symbol process flag is not changed from the value corresponding to the first special symbol variable process, and if it is not during a winning combination game, the value of the first special symbol process flag can be updated to the value corresponding to the next first special symbol stop process. By performing such control, during the winning combination game based on the variable display of the second special symbol, the variable display of the first special symbol is interrupted, and after the end of the winning combination game, the variable display of the first special symbol is restarted. Note that not limited to such control, for example, during the winning combination game based on the variable display of the second special symbol, the process of measuring the elapsed time since the start of the variation of the first special symbol (interrupting the update of the timer) may be interrupted.

[0133] Also, for example, the winning combination ending period as the winning combination end process period may be configured to vary depending on the game state. For example, in the normal state, if configured to interrupt the variable display of the first special symbol, the interruption period of the variable display of the first special symbol becomes long, and when the difference between the execution period and the interruption period of the variable display of the first special symbol becomes large, it is necessary to absorb the interruption period by, for example, the stop of the shaking of the decorative symbol, resulting in an effect that gives the player a sense of discomfort. Therefore, in the normal state, it is desirable to make the winning combination ending period shorter than the KT state (the first KT state, the second KT state). In this case, for example, the winning combination ending period may be configured to be 0.5 seconds in the normal state, while it is 3 seconds in the KT state.

[0134] Also, when configured as described above, for example, in the first KT state, since it is substantially difficult for a game ball to win in the small hit control and no particular effect is performed, the small hit ending period may be configured to be shorter than that in the second KT state. On the other hand, in the second KT state, since it is easy for a game ball to win in the small hit control and an effect emphasizing the small hit control is executed, the small hit ending period may be configured to be longer than that in the first KT state. In this case, for example, the small hit ending period may be configured to be 0.5 seconds in the first KT state, while it is 3 seconds in the second KT state.

[0135] Furthermore, regarding the small hit fanfare period as the small hit release preprocessing period, similar to the above small hit ending period, the length of the period may be varied depending on the game state.

[0136] The first special symbol stop process in step S113A is executed when the value of the first special symbol process flag is "3". This first special symbol stop process includes a process of stopping the variation of the first special symbol by the first special symbol display device 4A and performing a setting for stopping and displaying (deriving) the determined special symbol that is the display result of the first special symbol. And when the display result is "big win", a setting process for starting the big win game is performed. On the other hand, when the big win flag is off and the display result is "small win", a process for starting the small win game is performed. And the value of the first special symbol process flag is updated to "0". When the display result is "small win" or "loss", and when it is controlled in the probability variation state, KT state, or high base state, and when the end of the count cut is established, the game state is also updated. When the value of the first special symbol process flag is updated, the first special symbol stop process ends.

[0137] Note that the process executed in the second special symbol process (step S25B) is the same as the process executed in the first special symbol process (step S25A). That is, in the first special symbol process described in FIG. 5, if "first" is read as "second", the second special symbol process will be described. Also, each random number value extracted in the first start winning determination process of the second special symbol process (step S25B) is stored in the second hold memory buffer provided in the RAM 102 as hold information.

[0138] Note that in this example, since the variable display of the first special symbol and the variable display of the second special symbol can be executed in parallel, for example, when shifting to the second special symbol variable process and during the variable display of the second special symbol, there may be a case where a winning combination occurs in the variable display of the first special symbol and the game is controlled to a winning combination game. In this case, the game control microcomputer 100 (specifically, the CPU 103) determines whether it is during a winning combination game (specifically, determines whether the value of the first special symbol process flag corresponds to a value from the process before the winning combination release to the process at the end of the winning combination), and if it is during a winning combination game, the value of the second special symbol process flag is not changed from the value corresponding to the second special symbol variable process, and if it is not during a winning combination game, the value of the second special symbol process flag can be updated to the value corresponding to the next second special symbol stop process. By performing such control, the variable display of the second special symbol is interrupted during the winning combination game based on the variable display of the first special symbol, and the variable display of the second special symbol is restarted after the end of the winning combination game. Note that not limited to such control, for example, during the winning combination game based on the variable display of the first special symbol, the process of measuring the elapsed time since the second special symbol started to vary (updating the timer) may be interrupted.

[0139] Regarding the winning combination control based on the variable display of the second special symbol, the length of the winning combination fanfare period and the winning combination ending period may be configured to be different depending on the game state.

[0140] FIG. 6 is a flowchart showing an example of the process executed in step S25C shown in FIG. 4 as the accessory control process. In this accessory control process, the CPU 103 selects and executes one of the processes in steps S120 to S128 according to the value of the accessory control process flag provided in the RAM 102. In each process (steps S120 to S128) of the accessory control process, transmission settings for transmitting an effect control command corresponding to each process to the effect control board 12 are made.

[0141] The normal accessory control process in step S120 is executed when the value of the accessory control process flag is "0". In this normal accessory control process, it is monitored whether the settings for starting the jackpot game have been made. If the settings for starting the jackpot game have been made, the process for starting the jackpot game is performed, and the value of the accessory control process flag is updated to "1".

[0142] The gate passage waiting process in step S121 is executed when the value of the accessory control process flag is "1". In this gate passage waiting process, control is performed to wait for the passage of the game ball through the passage gate 41. When the passage of the game ball through the passage gate 41 is detected, the value of the accessory control process flag is updated to "2".

[0143] The pre-jackpot release process in step S122 is executed when the accessory control process flag is "2". This pre-jackpot release process includes processes such as starting the execution of a round in the jackpot game state and setting the big winning opening to the open state based on the display result being "jackpot". When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, the open upper limit period for setting the big winning opening to the open state and the upper limit number of times of executing the round are set according to the type of jackpot. When these settings are completed, the value of the accessory control process flag is updated to "3", and the pre-jackpot release process ends.

[0144] The jackpot release in - progress process in step S123 is executed when the value of the accessory control process flag is "3". This jackpot release in - progress process includes a process of measuring the elapsed time since the big winning opening is opened, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the first count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the accessory control process flag is updated to "4", and the jackpot release in - progress process ends.

[0145] The post - jackpot release process in step S124 is executed when the value of the accessory control process flag is "4". This post - jackpot release process includes a process of determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and a process of making settings for ending the jackpot game state when the upper limit number of executions is reached, etc. When the number of executions of the round has not reached the upper limit number of executions, the value of the accessory control process flag is updated to "3", while when the number of executions of the round has reached the upper limit number of executions, the value of the accessory control process flag is updated to "5". When the value of the accessory control process flag is updated, the post - jackpot release process ends.

[0146] The jackpot end process in step S125 is executed when the value of the accessory control process flag is "5". This jackpot end process includes a process of waiting until the waiting time corresponding to the period during which the ending effect as the effect operation for notifying the end of the jackpot game state is executed has elapsed, and a process of making various settings for starting the probability - variable control, KT control, high - base control in response to the end of the jackpot game state, etc. When such settings are made, the value of the accessory control process flag is updated to "0", and the jackpot end process ends.

[0147] The pre-small-win-opening processing in step S126 is executed when the value of the accessory control process flag is "6". This pre-small-win-opening processing includes processing such as setting the special winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the accessory control process flag is updated to "7", and the pre-small-win-opening processing ends.

[0148] The small-win-opening-in-progress processing in step S127 is executed when the value of the accessory control process flag is "7". This small-win-opening-in-progress processing includes processing such as measuring the elapsed time since the special winning opening was set to the open state, and determining whether it is time to return the special winning opening from the open state to the closed state based on the measured elapsed time and the like. When the special winning opening is returned to the closed state and it is the end timing of the small-win gaming state, the value of the accessory control process flag is updated to "8", and the small-win-opening-in-progress processing ends.

[0149] The small-win-ending processing in step S128 is executed when the value of the accessory control process flag is "8". This small-win-ending processing includes processing such as waiting until the waiting time corresponding to the period during which the effect operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it became the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the accessory control process flag is updated to "0", and the small-win-ending processing ends.

[0150] (Main operations of the effect control board 12) Next, the main operations of the production control board 12 will be described. When the production control board 12 receives the supply of the power voltage from the power supply board or the like, the production control CPU 120 is activated and executes the production control main process as shown in the flowchart of FIG. 7. When starting the production control main process shown in FIG. 7, the production control CPU 120 first executes a predetermined initialization process (step S71), clears the RAM 122, sets various initial values, and sets the registers of the CTC (counter / timer circuit) mounted on the production control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as control to drive the movable body 32 back to the initial position and control to perform a predetermined operation check, are executed.

[0151] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0152] On the side of the production control board 12, an interrupt for receiving a production control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the production control INT signal from the main board 11 becomes ON. When an interrupt is generated due to the production control INT signal becoming ON, the production control CPU 120 automatically sets itself to interrupt prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to issue an interrupt prohibition command (DI command). The production control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt caused by the production control INT signal becoming ON. In this command reception interrupt process, among the input ports included in the I / O 125, the production control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The production control command fetched at this time is stored, for example, in a buffer for receiving production control commands provided in the RAM 122. After that, the production control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.

[0153] If the timer interrupt flag is ON in step S73 (step S73; Yes), the timer interrupt flag is cleared to be OFF (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various production control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving production control commands, settings and controls corresponding to the read production control commands are performed. For example, the read production control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned ON so that it can be confirmed in the production control process processing or the like what production control command was received and what the content specified by the production control command is. Also, when the production control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0154] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the frame LED 9 and the decorative LED, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.

[0155] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.

[0156] FIG. 8 is a flowchart showing an example of the process executed in step S76 of FIG. 7 as the effect control process. In the effect control process shown in FIG. 8, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.

[0157] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the processes of steps S170 to S177 as follows according to the value of the effect process flag provided in, for example, the RAM 122.

[0158] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0159] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode thereof, the execution start timing, etc. are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0160] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decorative pattern by instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the audio control board 13 to output sound and sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the LED control board 14 to turn on / off / blink the frame LED 9 and the decorative LEDs. After performing such performance control, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the performance control pattern, or receiving a command specifying to stop displaying the determined decorative pattern from the main board 11, the determined decorative pattern that is the display result of the decorative pattern is stopped from being displayed. When the determined decorative pattern is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0161] The waiting process per special symbol in step S173 is a process that is executed when the value of the performance process flag is "3". In this waiting process per special symbol, the performance control CPU 120 determines whether or not it has received a performance control command specifying to start the big win gaming state or the small win gaming state from the main board 11. When it has received a performance control command specifying to start the big win gaming state or the small win gaming state, if the command specifies to start the big win gaming state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies to start the small win gaming state, the value of the performance process flag is updated to "4", which is the value corresponding to the performance process during the small win. Also, when the waiting time for receiving the command has elapsed without receiving a command specifying to start the big win gaming state or the small win gaming state, it is determined that the display result in the special symbol game is "a loss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process per special symbol ends.

[0162] The small win in-play effect process in step S174 is a process executed when the value of the effect control process flag is "4". In this small win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small win gaming state, and executes various effect controls in the small win gaming state based on the set content. Also, in the small win in-play effect process, for example, in response to receiving a command specifying the end of the small win gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small win end effect, and the small win in-play effect process is terminated.

[0163] The small win end effect process in step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small win gaming state, etc., and executes various effect controls at the end of the small win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the small win end effect process is terminated.

[0164] The big win in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big win in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big win gaming state, and executes various effect controls in the big win gaming state based on the set content. Also, in the big win in-play effect process, for example, in response to receiving a command specifying the end of the big win gaming state from the main board 11, the value of the effect control process flag is updated to "7", which is a value corresponding to the ending effect process, and the big win in-play effect process is terminated.

[0165] The ending effect process of step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0166] (Modification example of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the spirit of the present invention.

[0167] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0168] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, it may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).

[0169] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as bonuses, etc.)) in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player can also be applied to the present invention.

[0170] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko gaming machine 1, and may be distributed by being installed in advance in a storage device of a computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0171] And the execution form of the game is not limited to the one executed by attaching a detachable recording medium, but may be in a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or in a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be in a form that executes the game by exchanging data with other computer devices or the like via a network.

[0172] In this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".

[0173] (Description regarding the feature part 057IW) Next, the feature part 057IW will be described. First, the gaming state in this feature part 057IW will be explained. First, the gaming state in this feature part 057IW includes a normal state (low probability / non-KT state) and a KT state (so-called small win time) in which a small win is more likely to occur than in the normal state. Furthermore, there are two types of KT states, namely the first KT state and the second KT state. In this feature part 057IW, the gaming state is controlled to be in a low probability state and a non-KT state (low probability / non-KT state: normal state), a low probability and the first KT state (low probability / first KT state), a high probability and the first KT state (high probability / first KT state), or a high probability and the second KT state (high probability / second KT state).

[0174] Among the KT states, the first KT state is such that, as will be described later, although a small win is likely to occur and the special variable winning ball device 17 is likely to be in an open state, the opening time of the upstream variable winning ball device 6B is extremely long, and the case where a game ball wins the special variable winning ball device 17 on the downstream side even when a small win occurs is extremely rare (for example, about one ball for every 100 fluctuations). Specifically, in the first KT state, it is controlled to be in a state where a small win is likely to occur and in a high base state so that the opening time of the variable winning ball device 6B becomes long. Also, among the KT states, the second KT state is such that, as will be described later, the opening time of the upstream variable winning ball device 6B is short, and when a small win occurs, a game ball is likely to win the special variable winning ball device 17 on the downstream side. Specifically, in the second KT state, it is controlled to be in a state where a small win is likely to occur and in a low base state so that the opening time of the variable winning ball device 6B becomes short.

[0175] Also, the KT state is a gaming state in which winning is more likely to occur than in the normal state (low probability / non-KT state). Specifically, in this feature part 057IW, the probability that the variable winning ball device 6B becomes the open state when it is a normal pattern hit is higher in the KT state than in the normal state. And, while the ratio determined as a winning when the first special symbol is fluctuating is low, it is configured such that the ratio determined as a winning when the second special symbol is fluctuating is high (however, excluding the case of forced deviation described later). Therefore, the KT state is set as a gaming state in which winning is more likely to occur than in the normal state. As a result, in the KT state, by mainly causing the second special symbol to fluctuate, winning occurs frequently, resulting in a gaming state advantageous to the player.

[0176] Note that the configuration for making the KT state a gaming state in which winning is more likely to occur than in the normal state is not limited to this. For example, even in the KT state, the probability that the variable winning ball device 6B becomes the open state when it is a normal pattern hit is the same as in the normal state (for example, 10% or 100%). However, by configuring the fluctuation time of the fluctuation pattern selected when the second special symbol is fluctuating to be shorter in the KT state than in the normal state, the ratio of the number of fluctuations per unit time in the KT state becomes higher than in the normal state, and the KT state may be set as a gaming state in which winning is more likely to occur than in the normal state.

[0177] In addition, in this characteristic part 057IW, the required time from when the game ball passes through the passing gate 41 until it reaches the variable winning ball device 6B is configured to be 0.6 seconds or more. Specifically, it is adjusted by the installation positions of the passing gate 41 and the variable winning ball device 6B, and the nail group that forms the flow path of the game ball. Although details will be described later, in this characteristic part 057IW, the variable winning ball device 6B can be controlled to be in an open state based on the fact that the game ball has passed through the passing gate 41. In the first KT state described later, the time from when the game ball passes through the passing gate 41 until the variable winning ball device 6B is controlled to be in an open state is 0.5 seconds, which is shorter than the required time of 0.6 seconds from when the game ball passes through the passing gate 41 until it reaches the variable winning ball device 6B. Therefore, when the variable winning ball device 6B is controlled to be in an open state when a single game ball passes through the passing gate 41 in the first KT state, the single game ball can be directly awarded to the variable winning ball device 6B.

[0178] (Big win probability, small win probability) Figs. 9-1 and 9-2 are explanatory diagrams for explaining the big win probability and small win probability for each set value. Among them, Fig. 9-1 shows the big win probability and small win probability when the variable display of the first special symbol is executed. Fig. 9-2 shows the big win probability and small win probability when the variable display of the second special symbol is executed. Also, as shown in Figs. 9-1 and 9-2, in this example, the case where the configuration can be set and changed in six steps of set values "1" to "6" is shown. Note that it is not limited to the case where the configuration can be set and changed in six steps. For example, it may be configured to be set and changed in 2 to 5 steps, or configured to be set and changed in 7 or more steps.

[0179] First, with reference to FIG. 9-1, the jackpot probability and the small win probability when the variable display of the first special symbol is executed will be described. In the example shown in FIG. 9-1(A), in the non-probability variable state (low probability state), when the set value is "1", the jackpot probability is the lowest at "205 / 65536", which is the most disadvantageous setting for the player. Then, the jackpot probability increases in the order of set value "2", set value "3", set value "4", and set value "5", and when the set value is "6", the jackpot probability is the highest at "247 / 65536", which is the most advantageous setting for the player. Also, in the example shown in FIG. 9-1(B), in the probability variable state (high probability state), the winning probability of the jackpot as a whole is 10 times that in the non-probability variable state (low probability state). When the set value is "1", the jackpot probability is the lowest at "2050 / 65536", which is the most disadvantageous setting for the player. Then, the jackpot probability increases in the order of set value "2", set value "3", set value "4", and set value "5", and when the set value is "6", the jackpot probability is the highest at "2470 / 65536", which is the most advantageous setting for the player.

[0180] On the other hand, regarding the small win, as shown in FIGS. 9-1(A) and (B), regardless of which of the set values "1" to "6" it is, and regardless of whether it is in the non-probability variable state (low probability state) or the probability variable state (high probability state), the small win probability is constant at "6298 / 65536". That is, in this example, the determination value for the small win determination is common regardless of the set value and is also common between the non-probability variable state and the probability variable state. Even in the case where the jackpot probability is made different according to the set value while the small win probability is made constant in this way, as shown in FIGS. 9-1(A) and (B), by making the losing probability different for the set values "1" to "6", the number of determination values for each set value can be configured to match.

[0181] Next, with reference to FIG. 9-2, the jackpot probability and the small win probability when the variable display of the second special symbol is executed will be described. In the example shown in FIG. 9-2(A), in the non-probability-variable state (low probability state), when the set value is "1", the jackpot probability is the lowest at "205 / 65536", which is the most disadvantageous setting for the player. Then, the jackpot probability increases in the order of the set value "2", the set value "3", the set value "4", and the set value "5", and when the set value is "6", the jackpot probability is the highest at "247 / 65536", which is the most advantageous setting for the player. Also, in the example shown in FIG. 9-2(B), in the probability-variable state (high probability state), the winning probability of the jackpot is 10 times the overall compared to the non-probability-variable state (low probability state). When the set value is "1", the jackpot probability is the lowest at "2050 / 65536", which is the most disadvantageous setting for the player. Then, the jackpot probability increases in the order of the set value "2", the set value "3", the set value "4", and the set value "5", and when the set value is "6", the jackpot probability is the highest at "2470 / 65536", which is the most advantageous setting for the player.

[0182] On the other hand, regarding the small win, as shown in FIGS. 9-2(A) and (B), regardless of whether the set value is "1" to "6", and regardless of whether it is in the non-probability-variable state (low probability state) or the probability-variable state (high probability state), the small win probability is constant at "62986 / 65536". That is, in this example, the determination value for small win determination is common regardless of the set value and is common between the non-probability-variable state and the probability-variable state. However, in this example, in the case of the variable display of the second special symbol (see FIG. 9-2), compared to the case of executing the variable display of the first special symbol (see FIG. 9-1), the winning probability of the small win is approximately 10 times (that is, the number of determination values for small win determination when the variable display of the second special symbol is executed is larger than the number of determination values for small win determination when the variable display of the first special symbol is executed). Even in the case where the jackpot probability is made different according to the set value while the small win probability is made constant, as shown in FIGS. 9-2(A) and (B), by making the losing probability different for the set values "1" to "6", the number of determination values for each set value can be configured to match.

[0183] Note that, in this example, as shown in FIGS. 9-1 and 9-2, the determination values corresponding to deviations are included in the determination values corresponding to all setting values from "1" to "6" (as shown in FIGS. 9-1 and 9-2, there is no setting value for which the deviation probability becomes 0). And the determination values corresponding to deviations differ according to the setting values (as shown in FIGS. 9-1 and 9-2, the deviation probabilities differ according to which of the setting values "1" to "6" it is).

[0184] Note that, not limited to the mode shown in this example, for example, it may be configured such that there is a case where the deviation probability becomes 0 (that is, a setting value that does not include a determination value corresponding to a deviation). For example, in the setting value "6" with the highest degree of advantage (the highest jackpot probability), the deviation probability may be set to 0 so that the determination value corresponding to the deviation is not included.

[0185] Also, not limited to the mode shown in this example, for example, it may be configured such that there is a case where the small win probability becomes 0 (that is, a determination value that does not include a determination value corresponding to a small win). For example, when executing the variable display of the first special symbol (FIG. 9-1), the small win probability may be uniformly set to 0 so that the determination value for a small win is not included.

[0186] Note that, in FIGS. 9-1(A), (B) and FIGS. 9-2(A), (B), the small win probabilities are made the same and the deviation probabilities are made different between the probability variation state (high probability state) and the non-probability variation state (low probability state). However, in the probability variation state (high probability state), the small win probability may be decreased compared to the non-probability variation state (low probability state) by the amount by which the jackpot probability has increased with respect to the non-probability variation state (low probability state), and the deviation probabilities may be made the same. Further, even if the setting values are different values such as "1" and "2" for example, the jackpot probability and the small win probability may each be made the same. Thereby, in a gaming machine in which the substantial number of adjustable levels is less than six levels or a gaming machine in which there is no difference in the degree of advantage due to the setting change function, it is possible to achieve commonality of the hardware and software configurations with a type of gaming machine having a six-level setting change function, and the manufacturing cost can be reduced.

[0187] (Jackpot type determination table) Figs. 9-3(A) and (B) are explanatory diagrams showing the jackpot type determination table stored in the ROM 101. The jackpot type determination table is a table that is referred to in order to determine the type of jackpot as either "4R sure change jackpot A", "4R sure change jackpot B", "4R normal jackpot", "10R sure change jackpot A", "10R sure change jackpot B", or "10R normal jackpot" based on a random number for jackpot type determination when it is determined that the variable display result is to be a jackpot symbol.

[0188] As shown in Fig. 9-3(A), in this feature part 057IW, regardless of whether the set value is any one of "1" to "6", when executing the variable display of the first special symbol, it is determined as "4R sure change jackpot A" with a probability of 9%, determined as "4R sure change jackpot B" with a probability of 56%, and determined as "4R normal jackpot" with a probability of 35%. Also, as shown in Fig. 9-3(B), in this feature part 057IW, regardless of whether the set value is any one of "1" to "6", when executing the variable display of the second special symbol, it is determined as "10R sure change jackpot A" with a probability of 60%, determined as "10R sure change jackpot B" with a probability of 5%, and determined as "10R normal jackpot" with a probability of 35%.

[0189] "4R sure change jackpot A" is a jackpot that controls to a 4-round jackpot gaming state and transitions to a high-probability state after the end of the jackpot gaming state. Also, "4R sure change jackpot B" is a jackpot that controls to a 4-round jackpot gaming state and transitions to a high-probability state after the end of the jackpot gaming state. Also, "10R sure change jackpot A" is a jackpot that controls to a 10-round jackpot gaming state and transitions to a high-probability state after the end of the jackpot gaming state. Also, "10R sure change jackpot B" is a jackpot that controls to a 10-round jackpot gaming state and transitions to a high-probability state after the end of the jackpot gaming state.

[0190] "The '4R normal jackpot' is a jackpot that controls the game state to a 4-round jackpot game state and transitions to a low-probability state after the end of the jackpot game state. Also, the '10R normal jackpot' is a jackpot that controls the game state to a 10-round jackpot game state and is controlled to a low-probability state after the end of the jackpot game state."

[0191] In this feature part 057IW, when it comes to "4R guaranteed jackpot A", "4R guaranteed jackpot B", "4R normal jackpot", "10R guaranteed jackpot A", "10R guaranteed jackpot B", and "10R normal jackpot", the big winning opening is controlled to the open state until a predetermined period (in this example, 30 seconds) elapses or a predetermined number (in this example, 10) of game balls win in each round of the jackpot game. Winning is possible for up to 10 big winning openings per round.

[0192] Also, in this feature part 057IW, when ending the jackpot game, it is controlled to either the first KT state, the second KT state, or the non-KT state according to the game state before the jackpot game and the jackpot type. However, the way the game state transitions after the jackpot game will be described later (see Figures 9 - 16).

[0193] (Variable pattern table) Figures 9 - 4 to 9 - 6 are explanatory diagrams showing the variable patterns (variation times) of the special symbols and decorative symbols used in this feature part 057IW. EXT shown in Figures 9 - 4 to 9 - 6 is the data of the second byte of the production control command (2-byte configuration) corresponding to each variable pattern.

[0194] In the example shown in Figures 9 - 4 to 9 - 6, nine types of the first variable patterns #01 - #09 for the first special symbol and decorative symbol and 34 types of the second variable patterns #01 - #34 for the second special symbol and decorative symbol are used. Hereinafter, when referring to the variable pattern #n (n = 01 - 09 or 01 - 34), it means both the first variable pattern #n and the second variable pattern #n.

[0195] When executing the variable display of the first special symbol, if it is in the non-KT state (low probability / non-KT state), the variable pattern table for the first special symbol for non-KT times shown in FIG. 9-4(A) is selected and the variable pattern is determined. As shown in FIG. 9-4(A), when the variable display of the first special symbol is executed in the non-KT state, it is determined to be any one of the first variable patterns #01 to #06.

[0196] When executing the variable display of the first special symbol, if it is in the KT state (low probability / first KT state, high probability / first KT state, high probability / second KT state), the variable pattern table for the first special symbol for KT times shown in FIG. 9-4(B) is selected and the variable pattern is determined. As shown in FIG. 9-4(B), when the variable display of the first special symbol is executed in the KT state, it is determined to be any one of the first variable patterns #07 to #09.

[0197] When executing the variable display of the second special symbol, if it is in the non-KT state (low probability / non-KT state), the variable pattern table for the second special symbol for non-KT times shown in FIG. 9-5(C) is selected and the variable pattern is determined. As shown in FIG. 9-5(C), when the variable display of the second special symbol is executed in the non-KT state, it is determined to be any one of the second variable patterns #01 to #03. Specifically, when it is determined to be a loss, the second variable pattern #01 is determined, and the variable display of the second special symbol is executed for a long period of 15 minutes. Also, when it is determined to be a small win, the second variable pattern #02 is determined, and the variable display of the second special symbol is executed for a long period of 15 minutes. Also, when it is determined to be a big win, the second variable pattern #03 is determined, and the variable display of the second special symbol is executed for a relatively long period of 5 minutes.

[0198] In this feature unit 057IW, even during the non-KT state, when the variable display of the second special symbol is executed and a small win occurs, a situation where a certain number of bonus balls can be expected due to the winning of a game ball into the special winning opening will occur. Therefore, in this feature unit 057IW, as shown in Fig. 9-5(C), even when the variable display of the second special symbol is executed during the non-KT state, by making the variable time extremely long and reducing the execution frequency of the variable display, the occurrence frequency of small wins is instead reduced, thus preventing the situation where one tries to obtain bonus balls due to small wins even during the non-KT state. In this feature unit 057IW, the "occurrence frequency of small wins" is, for example, the occurrence ratio of small wins per unit time (for example, 1 minute), and in the KT state, for example, the occurrence ratio of small wins per unit time is higher than that in the normal state.

[0199] In addition, in this feature unit 057IW, as shown in Fig. 9-5(C), when the variable display of the second special symbol is executed during the non-KT state, even when it is a big win, by making the variable time relatively long at 5 minutes, it is possible to prevent the act of improperly aiming for bonus balls due to winning into the special winning opening during the non-KT state. However, when it is a big win, since it is not necessary to make the digestion of the first hold memory longer compared to the case of a small win, it is configured to have a variable time shorter than that in the case of a small win.

[0200] When executing the variable display of the second special symbol, in the case of the low probability / 1st KT state, according to the number of variable times after ending the big win game based on the 4R normal big win or 10R normal big win that triggered the low probability / 1st KT state, a variable pattern table is selected. In this case, if it is the case of executing the variable display for the first variation, the second special symbol variable pattern table for the low probability / 1st KT state and for the first variation shown in Fig. 9-5(D) is selected and the variable pattern is determined. As shown in Fig. 9-5(D), when the variable display of the second special symbol is executed as the first variation in the low probability / 1st KT state, it is determined to be any one of the second variation patterns #04 to #06.

[0201] Note that, as shown in FIG. 9-5(D), when it is determined that the first variation of the low probability / 1KT state is a deviation, it is determined as the second variation pattern #04 of the shortened variation with a short variation time of 5 seconds. Further, when it is determined that the first variation of the low probability / 1KT state is a small win, it is determined as the second variation pattern #05 (the variation pattern for preparing the opening of the second start winning opening) with a relatively long variation time of 7 seconds as a small win. In this feature part 057IW, as already described, when controlled to the 1KT state, although the frequency of small wins increases, the opening time of the variable winning ball device 6B is lengthened so that in practice, it is set that the special winning opening in the special variable winning ball device 17 is rarely won. However, in the state immediately after shifting to the low probability / 1KT state, there is a possibility that a certain amount of game balls are accumulated on the bottom members of the variable winning ball device 6B and the special variable winning ball device 17. If the special variable winning ball device 17 is immediately controlled to the open state, a considerable number of game balls may win the special winning opening. Therefore, in this feature part 057IW, in the first variation of the 1KT state, by ensuring a variation time of at least 7 seconds, sufficient time elapses until all the game balls accumulated on the bottom members of the variable winning ball device 6B and the special variable winning ball device 17 before shifting to the 1KT state fall, and then the special variable winning ball device 17 is controlled to the open state to enable winning the special winning opening, thereby preventing a situation where more winning balls than expected are obtained in the 1KT state. Further, when it is determined that the first variation of the low probability / 1KT state is a big win, the second variation pattern #06 is determined, and the variable display of the second special symbol is executed for 2 minutes.

[0202] Also, when executing the variable display for the 2nd to 49th variable reels after ending the jackpot game based on the 4R normal jackpot or 10R normal jackpot that triggered the low probability / 1st KT state, the 2nd special symbol variable pattern table for the low probability / 1st KT state and the 2nd to 49th variable reels shown in Fig. 9-5(E) is selected and the variable pattern is determined. As shown in Fig. 9-5(E), when the variable display of the 2nd special symbol is executed for the 2nd to 49th variable reels in the low probability / 1st KT state, it is determined to be any of the 2nd variable patterns #07 to #13. Also, as shown in Fig. 9-5(E), when it is determined that the 2nd to 49th variable reels in the low probability / 1st KT state are a miss, it may be determined to be the 2nd variable pattern #07 of the shortened variation with a short variation time of 5 seconds or the 2nd variable pattern #08 of the shortened variation with an even shorter variation time of 1 second. On the other hand, when it is determined that the 2nd to 49th variable reels in the low probability / 1st KT state are a miss, it may be determined to be the 2nd variable pattern #09 with a reach. Also, when it is determined that the 2nd to 49th variable reels in the low probability / 1st KT state are a small win, it may be determined to be the 2nd variable pattern #10 of the shortened variation with a short variation time of 5 seconds or the 2nd variable pattern #11 of the shortened variation with an even shorter variation time of 1 second. On the other hand, when it is determined that the 2nd to 49th variable reels in the low probability / 1st KT state are a small win, it may be determined to be the 2nd variable pattern #12 with a reach. The 2nd variable patterns #07 and #10 are variable patterns that can be selected only when the 2nd hold memory is not stored, and the 2nd variable patterns #08 and #11 are variable patterns that can be selected only when one or more 2nd hold memories are stored. This is a configuration to accelerate the digestion of the hold memory and increase the operation rate. Also, when it is determined that the 2nd to 49th variable reels in the low probability / 1st KT state are a jackpot, it is determined to be the 2nd variable pattern #13 with a reach.

[0203] Also, in the case of executing the variable display at the 50th variation (i.e., the final variation in the low-probability / 1st KT state) after ending the jackpot game based on the 4R normal jackpot or 10R normal jackpot that triggered the low-probability / 1st KT state, the second special symbol variation pattern table for the low-probability / 1st KT state and the 50th variation shown in FIG. 9-5(F) is selected and the variation pattern is determined. As shown in FIG. 9-5(F), when the variable display of the second special symbol is executed as the 50th variation in the low-probability / 1st KT state, it is determined to be any of the second variation patterns #14 to #16.

[0204] In this feature part 057IW, when it is controlled in the low-probability / 1st KT state, for example, a character display such as "During Chance Time" is displayed on the image display device 5. As shown in FIG. 9-5(F), when it is determined as a miss or a small win as the 50th variation in the low-probability / 1st KT state, it is determined to be the second variation pattern #14 or the second variation pattern #15 with an end display that includes a character display such as "Chance Time End!!" on the image display device 5. Also, as shown in FIG. 9-5(F), when it is determined as a jackpot as the 50th variation in the low-probability / 1st KT state, it is determined to be the second variation pattern #16 with a predetermined revival display after an end display that includes a character display such as "Chance Time End!!" on the image display device 5.

[0205] In addition, in this feature part 057IW, as shown in FIG. 9-4, when a big win occurs with the variable display of the first special symbol during the KT state, it is configured to determine the first variable pattern #09 with a variable time of 10 seconds. This is the case where a big win occurs immediately with the variable display of the first special symbol immediately after transitioning to the second KT state. If the variable time of the big win variation of the first special symbol is set to a long variable time, the variation of the second special symbol executed during the big win variation of the first special symbol will be forced to deviate. Therefore, even though it is in the second KT state, forced deviation will occur frequently and the player will not be able to receive any profit from small wins. Therefore, in this feature part 057IW, by setting the variable time of the big win variation of the first special symbol to a short variable time, it is configured to transition to the big win gaming state based on the variation of the first special symbol before forced deviation occurs frequently.

[0206] Note that, unlike this feature part 057IW, even when the variation of the second special symbol is started during the big win variation of the first special symbol, in a gaming machine with a configuration where the variation of the second special symbol is not forced to deviate (for example, when the second special symbol is in the middle of variation when the big win symbol of the first special symbol stops, the second special symbol is configured to be forced to deviate), the variable time of the big win of the first special symbol during the KT state may be set to a long variable time (for example, 1 minute). This is the case where a big win occurs immediately with the variable display of the first special symbol immediately after transitioning to the second KT state. If the variable time of the big win is set to the same short variable time as the deviation, the player will not be able to receive any profit from small wins. Therefore, if the variable time of the big win of the first special symbol during the KT state is set to a long variable time (for example, 1 minute), even in such a case, a sufficient time (for example, 1 minute) in which at least a plurality of small wins can occur is ensured.

[0207] When executing the variable display of the second special symbol combination, if it is in the high-probability / 1st KT state, the variable pattern table is selected according to the number of fluctuations after ending the jackpot game based on the 4R certain-variable jackpot B or 10R certain-variable jackpot B that triggered the high-probability / 1st KT state. In this case, if it is the case of executing the variable display for the first fluctuation, the second special symbol variable pattern table for the high-probability / 1st KT state and for the first fluctuation shown in Fig. 9-6(G) is selected and the variable pattern is determined. As shown in Fig. 9-6(G), when the variable display of the second special symbol is executed as the first fluctuation in the high-probability / 1st KT state, it is determined to be any of the second variable patterns #17 to #21.

[0208] Note that similar to the first fluctuation in the low-probability / 1st KT state, as shown in Fig. 9-6(G), even when it is determined as a miss as the first fluctuation in the high-probability / 1st KT state, there are cases where it is determined as the second variable pattern #17 of the shortened variable with a short variable time of 5 seconds. On the other hand, even when it is determined as a miss as the first fluctuation in the high-probability / 1st KT state, there are cases where it is determined as the second variable pattern #18 with a reach. Also, even when it is determined as a small win as the first fluctuation in the high-probability / 1st KT state, there are cases where it is determined as the variable pattern for preparing to open the second start winning opening (the second variable pattern #19). On the other hand, even when it is determined as a small win as the first fluctuation in the high-probability / 1st KT state, there are cases where it is determined as the second variable pattern #20 with a reach. Also, as shown in Fig. 9-6(G), when it is determined as a jackpot as the first fluctuation in the high-probability / 1st KT state, it is determined as the second variable pattern #21 with a reach.

[0209] Also, if it is the case of executing the variable display from the second fluctuation and later after ending the jackpot game based on the 4R certain-variable jackpot B or 10R certain-variable jackpot B that triggered the high-probability / 1st KT state, the second special symbol variable pattern table for the high-probability / 1st KT state and for the second fluctuation and later shown in Fig. 9-6(H) is selected and the variable pattern is determined. As shown in Fig. 9-6(H), when the variable display of the second special symbol is executed as the second fluctuation and later in the high-probability / 1st KT state, it is determined to be any of the second variable patterns #22 to #28.

[0210] Note that, similar to the 2nd to 49th fluctuations in the low probability / 1st KT state, when it is determined as a deviation for the fluctuations after the 2nd fluctuation in the high probability / 1st KT state as shown in FIG. 9-6(H), it may be determined as the 2nd fluctuation pattern #22 of the shortened fluctuation with a short fluctuation time of 5 seconds or the 2nd fluctuation pattern #23 of the shortened fluctuation with an even shorter fluctuation time of 1 second. On the other hand, when it is determined as a deviation for the fluctuations after the 2nd fluctuation in the high probability / 1st KT state, it may be determined as the 2nd fluctuation pattern #24 with a reach. Also, when it is determined as a small win for the fluctuations after the 2nd fluctuation in the high probability / 1st KT state, it may be determined as the 2nd fluctuation pattern #25 of the shortened fluctuation with a short fluctuation time of 5 seconds or the 2nd fluctuation pattern #26 of the shortened fluctuation with an even shorter fluctuation time of 1 second. On the other hand, when it is determined as a small win for the fluctuations after the 2nd fluctuation in the high probability / 1st KT state, it may be determined as the 2nd fluctuation pattern #27 with a reach. The 2nd fluctuation patterns #22 and #25 are fluctuation patterns that can be selected only when the 2nd hold memory is not stored, and the 2nd fluctuation patterns #23 and #26 are fluctuation patterns that can be selected only when one or more 2nd hold memories are stored. Thereby, it is configured to accelerate the digestion of the hold memory and increase the operation rate. Also, when it is determined as a big win for the fluctuations after the 2nd fluctuation in the high probability / 1st KT state, it is determined as the 2nd fluctuation pattern #28 with a reach.

[0211] When executing the variable display of the second special symbol, in the case of the high probability / 2nd KT state, the variable pattern for the second special symbol for the high probability / 2nd KT shown in FIG. 9-6(I) is selected and the variable pattern is determined. As shown in FIG. 9-6(I), when the variable display of the second special symbol is executed in the high probability / 2nd KT state, it is determined as any one of the 2nd fluctuation patterns #29 to #34.

[0212] Note that, as shown in Fig. 9-6(I), when it is determined as a deviation in the high-probability / second KT state, it may be determined as the second variation pattern #29 of the shortened variation with a short variation time of 1.5 seconds, or it may be determined as the second variation pattern #30 of the normal variation with a variation time of 5 seconds. On the other hand, when it is determined as a deviation in the high-probability / second KT state, it may be determined as the second variation pattern #31 with a reach. Also, when it is determined as a small win in the high-probability / second KT state, it may be determined as the second variation pattern #32 of the shortened variation with a short variation time of 1.5 seconds, or it may be determined as the second variation pattern #33 of the normal variation with a variation time of 5 seconds. Further, when it is determined as a big win in the high-probability / second KT state, it is determined as the second variation pattern #34 with a reach.

[0213] When determining the variation pattern, more specifically, it is a case of executing the variation display of either the first special symbol or the second special symbol, and a lottery process is performed based on the random number for variation pattern determination using the variation pattern table according to the current game state and the variable display result, and it is determined which variation pattern to use.

[0214] Note that in the examples shown in Figs. 9-5 and 9-6, it shows a case where a shortened variation of 5 seconds or 1 second is executed in the case of the first KT state, and a shortened variation of 1.5 seconds is executed with a high probability in the case of the second KT state, but it is not limited to such a mode. For example, a shortened variation of 5 seconds or 1 second may be executed in the case of the low-probability state, and a shortened variation of 1.5 seconds may be executed in the case of the high-probability state.

[0215] Next, the opening patterns of the variable winning ball device 6B and the special variable winning ball device 17 in the KT state will be described.

[0216] First, the opening patterns of the variable winning ball device 6B and the special variable winning ball device 17 in the first KT state will be described. When a game ball passes through the passing gate 41 and is detected by the gate switch 21, the normal symbol display on the normal symbol display device 20 is executed. When it is determined as a win per normal symbol, the winning symbol is derived and displayed on the normal symbol display device 20. When it is determined as a loss, the losing symbol is derived and displayed on the normal symbol display device 20. In this feature part 057IW, the variable time of the normal symbol is set to 0.2 seconds, and the symbol determination time for deriving and displaying the winning symbol or the losing symbol is set to 0.2 seconds. When the winning symbol is derived and displayed, after 0.2 seconds of the symbol determination time has elapsed, and after 0.1 seconds of the time before the second start winning opening is opened has elapsed, the variable winning ball device 6B is set to the open state for 5.5 seconds, and game balls can be won at the second start winning opening.

[0217] When a game ball wins at the second start winning opening while the variable winning ball device 6B is in the open state, the variable display of the second special symbol is executed. When it is determined as a small win, the small win symbol is derived and displayed on the second special symbol display device 4B. When the small win symbol is derived and displayed, the special variable winning ball device 17 is set to the open state for 0.8 seconds, and the state is such that game balls can be won at the special winning opening. However, in the first KT state, while the opening time of the downstream special variable winning ball device 17 is as short as 0.8 seconds, the opening time of the upstream variable winning ball device 6B is as long as 5.5 seconds. Therefore, in the first KT state, although it is a state where a small win is likely to occur, it is extremely rare for a game ball to win at the special winning opening (for example, about one ball per 100 variable displays).

[0218] Note that in the first KT state, after the opening of the variable winning ball device 6B ends, the next opening of the variable winning ball device 6B can be performed only after at least 0.5 seconds, which is the sum of the next variable time of the normal symbol 0.2 seconds, the symbol determination time 0.2 seconds, and the time before the second start winning opening is opened 0.1 seconds, has elapsed. Therefore, in this feature part 057IW, in the first KT state, a closing period of at least 0.5 seconds is provided as the interval period after the opening of the variable winning ball device 6B.

[0219] Also, in this feature section 057IW, in the first KT state, after the game ball passes through the passage gate 41 in a state where the normal symbol variation is not being performed, the variable winning ball device 6B is controlled to the open state after 0.5 seconds, which is the sum of the normal symbol variation time of 0.2 seconds, the symbol determination time of 0.2 seconds, and the pre-opening process time of 0.1 second for the second start winning opening, and the time required for the game ball to reach the variable winning ball device 6B after passing through the passage gate 41 is configured to be about 0.6 seconds. In this way, in the first KT state, the time from when the game ball passes through the passage gate 41 in a state where the normal symbol variation is not being performed until the variable winning ball device 6B is controlled to the open state is shorter than the time from when the game ball passes through the passage gate 41 in a state where the normal symbol variation is not being performed until the game ball reaches the variable winning ball device 6B. Therefore, when the variable winning ball device 6B has already been controlled to the open state, the game ball will reach the variable winning ball device 6B. Accordingly, in the first KT state, the game ball that has passed through the passage gate 41 in a state where the normal symbol variation is not being performed is more likely to win the variable winning ball device 6B.

[0220] Next, the opening patterns of the variable winning ball device 6B and the special variable winning ball device 17 in the second KT state will be described. When the game ball passes through the passage gate 41 and is detected by the gate switch 21, the normal symbol display on the normal symbol display device 20 is executed. When it is determined as a winning symbol for the normal symbols, the winning symbol is derived and displayed on the normal symbol display device 20, and when it is determined as a losing symbol, the losing symbol is derived and displayed on the normal symbol display device 20. In this feature section 057IW, the normal symbol variation time is set to 1.0 second, and the symbol determination time for deriving and displaying the winning symbol or the losing symbol is set to 0.2 second. And when the winning symbol is derived and displayed, after 0.2 seconds of the symbol determination time has elapsed, after 2.6 seconds of the pre-opening process time for the second start winning opening has elapsed, the variable winning ball device 6B is set to the open state for 0.2 seconds, and the game ball can win the second start winning opening.

[0221] When a game ball wins a prize at the second start winning opening while the variable winning ball device 6B is in the open state, the variable display of the second special symbol is executed. When it is determined that it is a small win, the small win symbol is derived and displayed on the second special symbol display device 4B. When the small win symbol is derived and displayed, the special variable winning ball device 17 is kept in the open state for 0.8 seconds, and a game ball can win a prize at the special winning opening.

[0222] In the second KT state, unlike the first KT state, the opening time of the variable winning ball device 6B is extremely short, at 0.2 seconds. Also, in this feature part 057IW, in the second KT state, as the interval period (closing period) after the variable winning ball device 6B is opened, at least 3.8 seconds (normal symbol variation time of 1.0 second + symbol determination time of 0.2 second + time before the second start winning opening release process of 2.6 seconds) is ensured. Therefore, in the second KT state, since the opening time of the upstream variable winning ball device 6B is short and the interval period (closing period) is long, compared with the first KT state, it is easier for a game ball to enter the downstream special variable winning ball device 17 and for a game ball to win a prize at the special winning opening.

[0223] Note that in the second KT state, since it is easy for a game ball to win a prize at the special winning opening and it is easy to obtain a prize ball, in this example, it is also called "small win RUSH", and when it is in the second KT state, a character display such as "small win RUSH" is displayed.

[0224] In addition, in this feature section 057IW, in the second KT state, after the game ball passes through the passing gate 41 in a state where the normal symbol variation is not performed, the variable winning ball device 6B is controlled to the open state after 3.8 seconds, which is the sum of the normal symbol variation time of 1.0 second, the symbol determination time of 0.2 second, and the pre-opening process time of the second start winning opening of 2.6 seconds. Also, the time required for the game ball to reach the variable winning ball device 6B after passing through the passing gate 41 is configured to be about 0.6 seconds. Thus, in the second KT state, the time from when the game ball passes through the passing gate 41 in a state where the normal symbol variation is not performed until the variable winning ball device 6B is controlled to the open state is longer than the time from when the game ball passes through the passing gate 41 in a state where the normal symbol variation is not performed until the game ball reaches the variable winning ball device 6B. Therefore, before the variable winning ball device 6B is controlled to the open state, the game ball reaches the variable winning ball device 6B. Accordingly, in the second KT state, the game ball that has passed through the passing gate 41 in a state where the normal symbol variation is not performed is less likely to win in the variable winning ball device 6B.

[0225] Note that in this feature section 057IW, the process of executing the variation display of the normal symbol or controlling the opening of the variable winning ball device 6B is performed by the game control microcomputer 100 (specifically, the CPU 103) by executing the normal symbol process (see step S26). Also, in the normal symbol process of step S26, the game control microcomputer 100 determines whether to set the same probability (for example, 10% or 100%) for each normal symbol regardless of whether the game state is a probability variation state (high probability state), whether it is a non-KT state, a first KT state, or a second KT state, or whether it is a big win game state.

[0226] In addition, in this feature unit 057IW, in the first KT state and the second KT state, the variation time and the symbol determination time of the normal symbol are both 0.2 seconds each and are the same. By making the time before the opening process of the second start winning opening shorter at 0.1 second in the first KT state and longer at 2.6 seconds in the second KT state, a case where the closing period (interval period) of the variable winning ball device 6B is made different was shown, but it is not limited to such a mode. For example, the closing period (interval period) of the variable winning ball device 6B may be configured to be different by making the variation time and the symbol determination time different between the first KT state and the second KT state. Also, for example, the time after the opening process of the second start winning opening after the variable winning ball device 6B is closed may be configured to be controllable, and the closing period (interval period) of the variable winning ball device 6B may be configured to be different by making the time after the opening process of the second start winning opening different between the first KT state and the second KT state. In particular, if it is configured such that the closing period (interval period) of the variable winning ball device 6B in the first KT state becomes shorter by any of the above methods, winning at the special winning opening in the first KT state can be suppressed.

[0227] In this feature unit 057IW, as will be described later, in the first KT state, by setting a high base flag indicating a high base state to control to the high base state, the opening time of the variable winning ball device 6B is controlled to be longer. Also, in the second KT state, by not setting the high base flag and controlling to the low base state, the opening time of the variable winning ball device 6B is controlled to be shorter.

[0228] In addition, for example, a special flag (opening extension flag) indicating an extension of the opening time of the variable winning ball device 6B may be provided, and if the special flag is set, it may be controlled in a first opening pattern (long opening) in which the variable winning ball device 6B is opened for a long time, and if the special flag is not set, it may be controlled in a second opening pattern (short opening) in which the variable winning ball device 6B is opened for a short time. That is, it may be configured to set the special flag only in the first KT state and to control not to set the special flag in other states including the big win gaming state.

[0229] Also, even in the first KT state, when executing the last variable display during the low probability / first KT state, the opening time of the variable prize ball device 6B may be shortened. For example, among the shortened variable periods of 50 special symbols in the low probability / first KT state, the above-mentioned special flag may be configured to be erased in response to the stop of the 49th special symbol variation. If configured in this way, after the end of the low probability / first KT state, when the left hit notification is given, it is possible to suppress giving the player a sense of discomfort with respect to the long opening of the variable prize ball device 6B.

[0230] In addition, when configuring the variable prize ball device 6B using a flag (special flag) for controlling the opening of the variable prize ball device 6B as described above, the variable display of the special symbol may be further controlled using a flag for shortening the variable display of the special symbol. In this case, the special flag and the flag for shortening the variation may be managed and controlled separately.

[0231] Also, during the low probability / non-KT state, the variable prize ball device 6B may be configured to perform a short opening. If configured in this way, when configuring the opening probability of the variable prize ball device 6B to be high in the low probability / non-KT state (left hit state), it is possible to prevent the variable prize ball device 6B from winning a prize with just a few game balls being launched, and it is possible to prevent a right hit operation from being performed during the low probability / non-KT state.

[0232] Note that in this feature section 057IW, the variation time of the normal symbol is set to a short time of 0.2 seconds. This is because, for example, when the variable display of the second special symbol with a relatively long variation time is executed in the first KT state, the variable winning ball device 6B is in a closed state when the normal symbol is stopped from varying and there is no hold memory of the normal symbol, and it becomes possible to target the variation stop timing of the second special symbol for a strategy (when a small win occurs, if the variation time of the normal symbol is long, the variable winning ball device 6B does not open until the game ball that has passed through the passing gate 41 reaches the variable winning ball device 6B or the special variable winning ball device 17, and winning at the special winning opening becomes possible). In contrast, in this feature section 057IW, by shortening the variation time of the normal symbol, it is set so that the opening of the variable winning ball device 6B starts before the game ball reaches the variable winning ball device 6B after passing through the passing gate 41. Therefore, it is possible to eliminate the strategy element by the shooting operation targeting the small win occurrence timing based on the variable display of the second special symbol in the first KT state.

[0233] Figs. 9-7 and 9-8 are explanatory diagrams showing an example of the content of the effect control command sent to the effect control CPU 120. In the example shown in Fig. 9-7, commands 8000(H) to 8009(H), 8011(H) to 8032(H) are effect control commands (variation pattern commands) that specify the variation pattern of the decorative symbol variably displayed on the image display device 5 corresponding to the variable display of the special symbol. Note that the effect control command for specifying the variation pattern is also a command for specifying the start of variation. Therefore, when the effect control CPU 120 receives any of the commands 8000(H) to 8009(H), 8011(H) to 8032(H), it controls to start the variable display of the decorative symbol on the image display device 5.

[0234] Command 9001(H) is an effect control command (display result 1 specification command) (failure specification command) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is a failure. Command 9002(H) is an effect control command (display result 2 specification command (10R certain variable big win A specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is 10R certain variable big win A. Command 9003(H) is an effect control command (display result 3 specification command (10R certain variable big win B specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is 10R certain variable big win B. Command 9004(H) is an effect control command (display result 4 specification command (10R normal big win specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is 10R normal big win. Command 9005(H) is an effect control command (display result 5 specification command (4R certain variable big win A specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is 4R certain variable big win A. Command 9006(H) is an effect control command (display result 6 specification command (4R certain variable big win B specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is 4R certain variable big win B. Command 9007(H) is an effect control command (display result 7 specification command (4R normal big win specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is 4R normal big win. Command 9008(H) is an effect control command (display result 8 specification command (small win specification command)) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command is a small win.

[0235] Hereinafter, the display result 1 specification command to the display result 8 specification command may be referred to as a display result specification command. In this feature unit 057IW, since the game control microcomputer 100 transmits the display result specification command immediately before the variable pattern command, it can be determined that the display result specification command received by the effect control CPU 120 immediately before the first variable pattern command is a display result specification command for the first special symbol, and the display result specification command received immediately before the second variable pattern command can be determined to be a display result specification command for the second special symbol. Therefore, the display result specification command can be used in common for the first special symbol and the second special symbol, but the display result specification command for the first special symbol and the display result specification command for the second special symbol may be separated.

[0236] Further, instead of the game control microcomputer 100 transmitting the display result specification command, variable pattern commands may be defined corresponding to each of 10R certain big win A / 10R certain big win B / 10R normal big win / 4R certain big win A / 4R certain big win B / 4R normal big win / small win / loss, and the effect control CPU 120 may determine the stop symbol of the decoration symbol based on the received variable pattern command.

[0237] Command 9C00(H) is an effect control command (right hit lighting end specification command) that specifies the end of the lighting of the right hit display 26. Command 9C01(H) is an effect control command (right hit lighting start specification command) that specifies the start of the lighting of the right hit display 26.

[0238] Command A000(H) is an effect control command (first symbol determination specification command) that can specify the stop of the variable display of the first special symbol. Command A001(H) is an effect control command (second symbol determination specification command) that can specify the stop of the variable display of the second special symbol.

[0239] Command A002(H) is an effect control command (first forced symbol determination designation command) that can specify forced termination of the variable display of the first special symbol. Command A003(H) is an effect control command (second forced symbol determination designation command) that can specify forced termination of the variable display of the second special symbol.

[0240] Command BXXX(H) (X = any hexadecimal number) is an effect control command sent from the start to the end of the big win game. Among them, B000(H) is an effect control command that designates the start of the big win game (big win start designation command: fanfare designation command). B001(H) is an effect control command that designates the end of the big win game (big win end designation command: ending designation command). B004(H) is an effect control command that designates the start of the small win game (small win start designation command). B005(H) is an effect control command that designates the end of the small win game (small win end designation command).

[0241] Command B1XX(H) is an effect control command that designates the display during a round in the big win game (display command during big winning opening). Note that the round number to be displayed in "XX" is set. Command B2XX(H) is an effect control command that designates the display after a round in the big win game (display during the interval between rounds) (display command after big winning opening).

[0242] Command B400(H) is an effect control command that designates that a game ball has won in the big winning opening (big winning opening winning designation command). Command B401(H) is an effect control command that designates that a game ball has won in the special winning opening (special winning opening winning designation command).

[0243] Command C000(H) is an effect control command (first valid start winning designation command) indicating that a game ball has won in the first start winning opening while the first reserved memory count has not reached 4. Command C001(H) is an effect control command (second valid start winning designation command) indicating that a game ball has won in the second start winning opening while the second reserved memory count has not reached 4. Note that a command indicating the first reserved memory count may be sent as the first valid start winning designation command, and a command indicating the second reserved memory count may be sent as the second valid start winning designation command. However, in this feature section 057IW, the first valid start winning designation command and the second valid start winning designation command are commands indicating that a start winning has occurred.

[0244] Command C801(H) is an effect control command (gate passage designation command) specifying that a game ball has passed through the passage gate 41.

[0245] Command D000(H) is an effect control command (first customer waiting demo display designation command) designating the first customer waiting state (a state where the first special symbol is not fluctuating and the first reserved memory is not stored). Command D001(H) is an effect control command (second customer waiting demo display designation command) designating the second customer waiting state (a state where the second special symbol is not fluctuating and the second reserved memory is not stored). Note that the first customer waiting demo display designation command may be a command that can be sent only in the normal state. Also, the second customer waiting demo display designation command may be a command that can be sent only in the KT state.

[0246] Command E000(H) is an effect control command (low probability / non-KT background specification command) that specifies the background display when the game state is in the low probability / non-KT state. Command E001(H) is an effect control command (low probability / 1st KT background specification command) that specifies the background display when the game state is in the low probability / 1st KT state. Command E002(H) is an effect control command (high probability / 1st KT background specification command) that specifies the background display when the game state is in the high probability / 1st KT state. Command E003(H) is an effect control command (high probability / 2nd KT background specification command) that specifies the background display when the game state is in the high probability / 2nd KT state.

[0247] Command E1XX(H) is an effect control command (setting value command) that specifies the currently set setting value. Note that the setting value is set to "XX". For example, when the setting value is set to "1", command E101(H) is transmitted as the setting value command. Also, for example, when the setting value is set to "6", command E106(H) is transmitted as the setting value command.

[0248] The effect control CPU 120 (specifically, the effect control CPU 120) mounted on the effect control board 12 receives the above-described effect control command from the game control microcomputer 100 mounted on the main board 11, and changes the display state of the image display device 5 according to the content shown in FIGS. 9-7 and 9-8, changes the display state of the lamp, and outputs sound number data to the sound control board 13. Note that effect control commands other than those shown in FIGS. 9-7 and 9-8 are also transmitted from the main board 11 to the effect control board 12. For example, more detailed effect control commands related to jackpot games and effect control commands indicating the game state (for example, effect control commands indicating initialization commands) are also transmitted from the main board 11 to the effect control board 12.

[0249] FIG. 9-9 is a flowchart showing the first special symbol normal process (step S110A) in the first special symbol process. The state in which the first special symbol normal process is executed is the case where the value of the first special symbol process flag is the value indicating step S110A. Note that the case where the value of the first special symbol process flag is the value indicating step S110A means a state in which the variable display of the first special symbol is not performed on the first special symbol display device 4A.

[0250] In the first special symbol normal process, the game control microcomputer 100 (specifically, the CPU 103) first checks whether the value of the accessory control process flag is the value indicating the accessory control normal process (step S120) (step 057IWS50A). Note that the case where the value of the accessory control process flag is the value indicating the accessory control normal process (step S120) means that, that is, the value of the accessory control process flag is not the value indicating the gate passage wait process (step S121) to the small win end process (step S128), and it is not during the big win game (the special variable prize ball device 7 is opened a predetermined number of times) or during the small win game (the special variable prize ball device 17 is opened).

[0251] If the value of the accessory control process flag is the value indicating the accessory control normal process (step S120), the game control microcomputer 100 checks the value of the first hold storage number (step 057IWS51A). Specifically, the count value of the first hold storage number counter is checked. If the first hold storage number is 0, the first customer wait demo display designation command is transmitted to the effect control CPU 120 (step 057IWS52A).

[0252] If the first reserved memory number is not 0, the game control microcomputer 100 reads out each random number value stored in the storage area corresponding to the reserved memory number = 1 in the first reserved memory number buffer of the RAM 102 and stores it in the first random number buffer area of the RAM 102 (step 057IWS53A), subtracts 1 from the value of the first reserved memory number (subtracts 1 from the count value of the first reserved memory number counter), and shifts the content of each storage area (step 057IWS54A). That is, each random number value stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of the RAM 102 is stored in the storage area corresponding to the first reserved memory number = n - 1. Therefore, the order in which each random number value is extracted from each storage area corresponding to each first reserved memory number always matches the order of the first reserved memory number = 1, 2, 3, 4. That is, in this example, since the content of each storage area is shifted every time the start condition of the variable display is satisfied, the order in which each random number value is extracted can be specified. In this example, the order in which each random number value stored in each storage area corresponding to the first reserved memory number and each random number value stored in each storage area corresponding to the second reserved memory number are extracted is also stored so that it can be specified.

[0253] Next, the game control microcomputer 100 performs control to transmit a setting value command indicating the setting value set in the RAM 102 to the effect control board 12 (step 057IWS55A). In this example, every time the variable display is started, the setting value command is transmitted by executing the process of step 057IWS55A, but the setting value command is also transmitted when the setting change process (the process of changing the setting value) is executed at the time of power-on.

[0254] Note that the timing of transmitting the setting value command is not limited to that shown in this example. For example, the setting value command may be transmitted every time the variable display ends, or the setting value command may be transmitted during the variable display.

[0255] Thereafter, the game control microcomputer 100 transmits a background designation command corresponding to the current game state to the effect control CPU 120 (step 057IWS56A). Specifically, when the probability-variable flag and the high-base flag are off, it is determined that the state is a low-probability / non-KT state, and a low-probability / non-KT background designation command is transmitted. When the probability-variable flag is off and the high-base flag is on, it is determined that the state is a low-probability / 1st KT state, and a low-probability / 1st KT background designation command is transmitted. When the probability-variable flag is on and the high-base flag is on, it is determined that the state is a high-probability / 1st KT state, and a high-probability / 1st KT background designation command is transmitted. When the probability-variable flag is on and the high-base flag is off, it is determined that the state is a high-probability / 2nd KT state, and a high-probability / 2nd KT background designation command is transmitted.

[0256] Next, the game control microcomputer 100 determines whether or not the second special symbol is in the jackpot variation (step 057IWS57A). Specifically, when the second jackpot flag indicating a jackpot is set based on the variation display of the second special symbol, it is determined that the second special symbol is in the jackpot variation. When it is determined that the second special symbol is in the jackpot variation, the process proceeds to step 057IWS69A without performing the processes after step 057IWS58A. As a result, when starting the variation of the first special symbol during the jackpot variation of the second special symbol, regardless of whether or not the jackpot determination value is stored, it is configured to be forcibly a loss.

[0257] Note that the method of forcibly making it a loss is not limited to the one described above. For example, when it is determined in step 057IWS57A that the second special symbol is in the jackpot variation, a process of setting a losing random number value (fixed value) as the winning determination random number may be performed, and by proceeding to step 057IWS59A, it may be forcibly a loss regardless of which winning determination random number is obtained at the start winning.

[0258] Also, for example, when the second special symbol is in the jackpot variation in step 057IWS57A, without performing the processes of steps 057IWS58A to S63A, a deviation random number value (fixed value) is set as the winning determination random number to perform a small win determination, so that regardless of which winning determination random number was obtained at the start winning, it may be forcibly set as a deviation.

[0259] When the second special symbol is not in the jackpot variation, the game control microcomputer 100 reads out the winning determination random number from the first random number storage buffer (step 057IWS58A) and executes the jackpot determination module (step 057IWS59A). The jackpot determination module is a program that determines to be a jackpot if the winning determination random number matches a predetermined jackpot determination value. If it is determined to be a jackpot (step 057IWS60A), the game control microcomputer 100 sets a first jackpot flag indicating that it is a jackpot based on the variable display of the first special symbol (step 057IWS61A). Then, based on the winning type determination random number, it determines which winning type it is (step 057IWS62A), stores the winning type (step 057IWS63A), and transfers to step 057IWS69A. In step 057IWS62A, using the jackpot type determination table shown in FIG. 9-3(A), it determines whether the jackpot type is any of 4R sure change jackpot A, 4R sure change jackpot B, and 4R normal jackpot.

[0260] Also, when it does not result in a big win in step 057IWS60A, the game control microcomputer 100 executes a small win determination module (step 057IWS64A). The small win determination module is a program that determines that it is a small win when a win determination random number (which may be a random number for small win determination) matches a predetermined small win determination value. When it is determined that it is a small win (step 057IWS65A), the game control microcomputer 100 sets a first small win flag indicating that it is a small win based on the variable display of the first special symbol (step 057IWS66A). Then, the process proceeds to step 057IWS69A.

[0261] Next, the game control microcomputer 100 determines whether the value of the high base count counter indicating the remaining number of times in the high base state is "0" (step 057IWS69A). If it is "0", the process proceeds to step 057IWS75A. If the value of the high base count counter is not "0", that is, when it is in the low probability / first KT state, the game control microcomputer 100 subtracts "1" from the value of the high base count counter (step 057IWS70A) and determines whether it has become "0" (step 057IWS71A). If the value of the high base count counter does not become "0", the process proceeds to step 057IWS75A. When the value of the high base count counter becomes "0", the game control microcomputer 100 resets the high base flag indicating that it is in the high base state (step 057IWS72A) and also resets the special symbol time shortening flag indicating that the variable display of the special symbol is under shortening control (step 057IWS73A). Further, the game control microcomputer 100 sets a lighting extension flag (state extension flag) indicating that the lighting of the right hitting display 26 is extended until the variation ends (step 057IWS74A). Then, the process proceeds to step 057IWS75A.

[0262] In this feature unit 057IW, as will be described later, the high-base flag is set and the number of executions of the variable display in the high-base state is managed when the jackpot game based on the 4R normal jackpot or 10R normal jackpot ends and the game is controlled to the low-probability / high-base state (low-probability / 1st KT state), and 50 variable displays are executed. In the case of the low-probability / high-base state (low-probability / 1st KT state), when starting the 50th variable display, it is determined as Y in steps 057IWS71A and S71B, and the high-base flag is reset in steps 057IWS72A and S72B, and the special figure time-shortening flag is also reset in steps 057IWS73A and S73B, and the game shifts to the low-probability / low-base state (normal state (non-KT state)).

[0263] Note that the lighting extension flag (state extension flag) continues the right hitting notification and continues the right hitting state. As a game state, although the high-base state has ended, it is a flag for having the same variable shortening state as the 1st KT state and the same production background as the 1st KT state.

[0264] And in step 057IWS75A, the value of the first special figure process flag is updated to a value corresponding to the first variable pattern setting process (step 057IWS75A). Although not shown in the figure, the determination of the stopped symbol is made immediately before step 057IWS75A.

[0265] Note that in step 057IWS59A, considering the game state, a determination is made whether to consider it a jackpot using either the non-probability-variable jackpot determination table or the probability-variable jackpot determination table.

[0266] FIG. 9-10 is a flowchart showing the first variation pattern setting process (step S111A) in the first special symbol process. In the first variation pattern setting process, the game control microcomputer 100 (specifically, the CPU 103) first checks whether a special figure time reduction flag indicating that the shortening control of the variable display of the special symbol is in progress is set (step 057IWS1700A). In this example, when the special figure time reduction flag is set and the shortening control of the variable display of the special symbol is performed, it becomes advantageous to execute the variable display of the second special symbol (see FIGS. 9-4 to 9-6), and it becomes a state where a small win is likely to occur. Therefore, it is in a state controlled to the KT state. If the special figure time reduction flag is not set (that is, if it is not in the KT state), the game control microcomputer 100 selects the first special symbol variation pattern table for non-KT times shown in FIG. 9-4(A) as the variation pattern table for determining the variation pattern (step 057IWS1701A). If the special figure time reduction flag is set (that is, if it is in the KT state), the game control microcomputer 100 selects the first special symbol variation pattern table for KT times shown in FIG. 9-4(B) as the variation pattern table for determining the variation pattern (step 057IWS1702A).

[0267] Next, the game control microcomputer 100 determines which of the variation patterns shown in FIG. 9-4 to use based on the variation pattern table determined to be used in steps 057IWS1701A and S1702A and the random number for determining the variation pattern stored in the first special symbol determination buffer (step 057IWS1703A). In this example, by determining the variation pattern, the variation time of the first special symbol is determined. Also, after determining the variation time, the variation pattern in which the determined variation time is set may be selected from among a plurality of variation patterns.

[0268] When the variation pattern is determined, the game control microcomputer 100 performs control to transmit a variation pattern command indicating the determined variation pattern to the effect control CPU 120 (step 057IWS1704A).

[0269] Also, when the variation time (variation pattern) of the first special symbol is determined in step 057IWS1703A, the game control microcomputer 100 sets the variation time data indicating the determined variation time in the first variation time timer to start measuring the variation time (step 057IWS1705A), and starts the variation display of the first special symbol on the first special symbol display device 4A (step 057IWS1706A). Then, the game control microcomputer 100 updates the value of the first special symbol process flag to a value corresponding to the first special symbol variation process (step 057IWS1707A).

[0270] Figs. 9-11 are flowcharts showing the first special symbol variation process (step S112A) in the first special symbol process. In the first special symbol variation process, the CPU 103 first checks whether the value of the accessory control process flag is a value indicating the accessory control normal process (step S120) (step 057IWS1120A). Note that the case where the value of the accessory control process flag is a value indicating the accessory control normal process (step S120) means that, that is, the value of the accessory control process flag is not a value indicating the gate passage waiting process (step S121) to the small hit end process (step S128), and it is not during the big hit game (opening the special variable winning ball device 7 a predetermined number of times) or during the small hit game (opening the special variable winning ball device 17).

[0271] If the value of the accessory control process flag is a value indicating the accessory control normal process (step S120), the CPU 103 performs control to transmit one of the display result designation commands to the effect control CPU 120 based on the determination result of whether to make a big hit and the determination result of the big hit type if it has not been transmitted yet (step 057IWS1121A).

[0272] Next, the CPU 103 decrements the first variable time timer (step 057IWS1122A). When the first variable time timer times out (step 057IWS1123A), the CPU 103 controls to send a first symbol determination designation command to the effect control CPU 120 (step 057IWS1124A). Then, the CPU 103 updates the value of the first special symbol process flag to a value corresponding to the first special symbol stop process (step S113A) (step 057IWS1130A).

[0273] If the first variable time timer has not timed out, the CPU 103 checks whether the big win symbol is being derived and displayed on the second special symbol display device 4B (step 057IWS1125A). Whether the big win symbol is being derived and displayed on the second special symbol display device 4B can be determined, for example, by checking whether the value of the second special symbol process flag is a value corresponding to the second special symbol stop process and whether a second big win flag indicating that a big win will occur based on the variable display of the second special symbol is set.

[0274] If the big win symbol is not being derived and displayed on the second special symbol display device 4B, the CPU 103 checks whether the small win symbol is being derived and displayed on the second special symbol display device 4B (step 057IWS1126A). Whether the small win symbol is being derived and displayed on the second special symbol display device 4B can be determined, for example, by checking whether the value of the second special symbol process flag is a value corresponding to the second special symbol stop process and whether a second small win flag indicating that a small win will occur based on the variable display of the second special symbol is set. If the small win symbol is not being derived and displayed on the second special symbol display device 4B, the process ends as it is.

[0275] If the small winning symbol is derived and displayed by the second special symbol display device 4B, the CPU 103 checks whether the variable display of the first special symbol being executed results in a big win (step 057IWS1127A). Whether the variable display of the first special symbol being executed results in a big win can be determined, for example, by checking whether the first big win flag is set. If the variable display of the first special symbol being executed does not result in a big win, the process ends as it is.

[0276] If the variable display of the first special symbol being executed results in a big win, the CPU 103 checks whether the big win type is a probability-variable big win (4R probability-variable big win A, 4R probability-variable big win B) (step 057IWS1128A). Whether it is a probability-variable big win (4R probability-variable big win A, 4R probability-variable big win B) can be determined, for example, by checking the big win type stored in step 057IWS63A. If it is a probability-variable big win (4R probability-variable big win A, 4R probability-variable big win B), the process ends as it is.

[0277] When a big win symbol is derived and displayed by the second special symbol display device 4B (Y in step 057IWS1125A), or when a small win symbol is derived and displayed (Y in step 057IWS1126A), and during the execution of the variable display of the first special symbol which is not any of the probability-variable big wins (4R probability-variable big win A, 4R probability-variable big win B) (i.e., it is a 4R normal big win) (Y in step 057IWS1127A, N in step 057IWS1128A), the CPU 103 performs control to send a first forced symbol determination designation command to the effect control CPU 120 (step 057IWS1129A). In this case, if the first big win flag or the first small win flag is set, the CPU 103 resets those first big win flag and first small win flag. Then, the CPU 103 updates the value of the first special symbol process flag to a value corresponding to the first special symbol stop process (step S113A) (step 057IWS1130A).

[0278] By executing the processes of steps 057IWS1125A to S1129A, in this feature unit 057IW, when the variable display of the second special symbol wins a big hit or a small hit during the execution of the variable display of the first special symbol, or when it is during the execution of the variable display of the first special symbol that results in a normal big hit (in this example, a 4R normal big hit), the variable display of the first special symbol is forcibly stopped so that a situation where a big hit or a small hit occurs simultaneously between the first special symbol and the second special symbol does not occur. In this case, on the side of the effect control CPU 120, when the variable display of the first special symbol is forcibly deviated, based on the second forced symbol determination designation command transmitted in step 057IWS1129A, it is controlled to forcibly stop and display the deviated symbol as the result of the variable display of the decorative symbol.

[0279] In this example, when the variable display of the second special symbol wins a small hit during the execution of the variable display of the first special symbol and it is during the execution of the variable display of the first special symbol that results in a probability-variable big hit (in this example, 4R probability-variable big hit A, 4R probability-variable big hit B), the variable display process of the first special symbol is simply terminated (see Y in step 057IWS1128A). In this case, based on the fact that the variable display of the second special symbol has won a small hit, the value of the accessory control process flag is updated to a value corresponding to the pre-release process for a small hit (step S126), and the game shifts to a small hit game. Therefore, after the next timer interrupt, in step 057IWS1120A, it is determined as N, and the processes of steps 057IWS1121A to S1130A are skipped, and the update of the first variable time timer in step 057IWS1122A is not performed either. Accordingly, when the variable display of the second special symbol wins a small hit and it is during the execution of the variable display of the first special symbol that results in a probability-variable big hit, during the small hit game, the update of the first variable time timer is interrupted and the variable display of the first special symbol continues to be executed. Then, when the small hit game ends, the value of the accessory control process flag is updated again to a value corresponding to the normal accessory control process (step S120), and the update of the first variable time timer resumes.

[0280] Also, in this example, even when the variable display of the second special symbol becomes a small win during the execution of the variable display of the first special symbol, and even when it is during the variable display of the first special symbol that results in a loss or a small win, the variable display process of the first special symbol is ended as it is (see N in step 057IWS1127A). Therefore, even when the variable display of the second special symbol becomes a small win and it is during the execution of the variable display of the first special symbol that results in a loss or a small win, during the small win game, the update of the first variable time timer is interrupted and the variable display of the first special symbol continues to be executed. When the small win game ends, the update of the first variable time timer resumes.

[0281] Figures 9 - 12 are flowcharts showing the first special symbol stop process. In the first special symbol stop process, first, the CPU 103 checks whether the lighting extension flag is set (step 057IWS2010A). If the lighting extension flag is set, the CPU 103 resets the set lighting extension flag (step 057IWS2011A). Also, the CPU 103 controls to end the lighting of the right - hitting display 26 (step 057IWS2012A) and controls to send a right - hitting lighting end designation command to the effect control CPU 120 (step 057IWS2013A).

[0282] In this example, since the variable winning ball device 6B (the second start winning port) is provided on the right side of the game area, when the game state is controlled to the KT state, it is more advantageous for the player to perform a right - hitting operation, and the right - hitting display 26 is lit. Therefore, in this example, the right - hitting display 26 is lit during the low - probability / first KT state. However, when the 50th variable display starts, by executing the processes of steps 057IWS69A~S74A, S69B~S74B, the low - probability / first KT state ends and shifts to the normal state (non - KT state). Also, when the 50th variable display ends, by executing the processes of steps 057IWS2010A~S2013A, S2010B~S2013B, the right - hitting display 26 is turned off.

[0283] Next, the CPU 103 causes the first special symbol display device 4A to derive and display the stop symbol of the first special symbol (step 057IWS2014A). In this case, if the first forced symbol determination designation command was transmitted in step 057IWS1129A of the first special symbol variation process, regardless of the determination result at the start of the variation, a losing symbol is forcibly derived and displayed as the stop symbol of the first special symbol.

[0284] Next, the CPU 103 determines whether or not the first jackpot flag is set (step 057IWS2015A). If the first jackpot flag is set, the CPU 103 sets a jackpot signal output flag indicating that it will externally output a jackpot signal 1 (a signal indicating that a jackpot game is in progress) and a jackpot signal 2 (a signal indicating that consecutive wins are in progress) (step 057IWS2029A). In this feature section 057IW, based on the jackpot signal output flag being set in step 057IWS2029A, information output processing (step S23) is executed, the external output of the jackpot signal 1 to the hall computer is started, and if the external output of the jackpot signal 2 is not in progress, the external output of the jackpot signal 2 to the hall computer is started.

[0285] Next, the CPU 103 sets a jackpot start flag indicating that a jackpot is to be started (step 057IWS2016A). Further, the CPU 103 clears the first jackpot flag (step 057IWS2017A).

[0286] Next, the CPU 103 controls to start lighting the right hit display 26 (step 057IWS2018A) and controls to transmit a right hit lighting start designation command to the effect control CPU 120 (step 057IWS2019A). Then, the process proceeds to step 057IWS2027A.

[0287] By executing the processes of Step 057IWS2018A and S2019A, in this example, when a jackpot occurs in the variable display of the first special symbol, the lighting of the right hitting display 26 is started. That is, in this example, since the special variable winning ball device 7 (big winning opening) is provided on the right side of the game area, it is advantageous for the player to perform a right hitting operation during the jackpot game, and the right hitting display 26 is lit.

[0288] In addition, in this example, after the jackpot symbol is derived and displayed, since the jackpot game is started based on the fact that the game ball has passed through the passing gate 41, it may be configured to start the lighting of the right hitting display 26 at the timing when the game ball passes through the passing gate 41.

[0289] When the first jackpot flag is not set (N in Step 057IWS2015A), the CPU 103 determines whether the first minor jackpot flag is set (Step 057IWS2020A). When the first minor jackpot flag is set, control is performed to transmit a minor jackpot start designation command to the effect control CPU 120 (Step 057IWS2021A). Also, the CPU 103 clears the first minor jackpot flag (Step 057IWS2022A). Then, the CPU 103 sets the value of the accessory control process flag to a value corresponding to the pre-release process of the minor jackpot (Step 057IWS2026A). Then, it proceeds to Step 057IWS2027A.

[0290] Then, the CPU 103 sets the value of the first special symbol process flag to a value corresponding to the normal process of the first special symbol (Step 057IWS2027A).

[0291] In addition, in this example, when the jackpot symbol is stopped and displayed in the first special symbol, it is configured to be able to execute a right hitting notification that prompts the player to perform a shooting operation of the game ball to the right side of the game area. Also, when the jackpot symbol is stopped and displayed in the first special symbol, as the right hitting notification, it may be configured to be able to execute a shooting promotion notification that prompts the player to perform a shooting operation of the game ball aiming at the passing gate 41.

[0292] Also, in a state where the jackpot symbol is stopped and displayed in the second special symbol, right hitting notification and firing promotion notification are not executed. When a game ball wins in the first start winning opening in this state, right hitting notification and firing promotion notification are executed (in this case, since it is in a gate passage waiting state, even if a game ball wins in the first start winning opening, the variable display of the first special symbol is not immediately started and is stored as the first hold). It may be configured in this way.

[0293] Conversely, when the passage of a game ball through the passage gate 41 is detected in the normal state (low probability / non-KT state), a left hitting notification is given to prompt the player to perform a firing operation of the game ball to the left side of the game area in a manner with a low recognition degree (for example, sound output with a small volume or small screen display). On the other hand, when the winning of a game ball in the second start winning opening or the special winning opening is detected in the normal state (low probability / non-KT state), a left hitting notification may be configured to be given in a manner with a high recognition degree (for example, sound output with a large volume or large screen display). By configuring in this way, accurate firing notification can be performed. In particular, with the above configuration, for a player who accidentally performs a firing operation of the game ball to the right side of the game area, a mild left hitting notification is given in a manner with a low recognition degree around the gaming machine, while for a player who intentionally performs a right hitting operation, a left hitting notification may be configured to be given in a manner with a high recognition degree around the gaming machine. By configuring in this way, it is possible to prompt a player who intentionally performs a right hitting operation to return to a left hitting operation by a store clerk in the game parlor.

[0294] Also, in the above case, a left hitting notification may be configured to be given when the number of detected game balls at the passage gate 41, the second start winning opening, or the special winning opening reaches a certain number. Also, at the passage gate 41, a left hitting notification may be given when a plurality of game balls (for example, 5 times) are detected within a predetermined period (for example, 1 minute), and at the second start winning opening or the special winning opening, a left hitting notification may be configured to be given when a specific number (for example, 1) or more game balls are detected, which is less than a predetermined number.

[0295] In addition, although the feature unit 057IW performs a demonstration display when specific conditions are met, if a winning of a game ball is detected at the passing gate 41, the second start winning opening, or the special winning opening while the demonstration display is being performed in the normal state, the execution of the ongoing demonstration display may be terminated and a left hitting notification may be given.

[0296] The second special symbol normal process is the same as the first special symbol normal process (step S110A) shown in FIG. 9-9. That is, in the first special symbol normal process shown in FIG. 9-9, if "first" is replaced with "second" and "second" is replaced with "first", the second special symbol normal process is described. However, in the second special symbol normal process, when the CPU 103 performs the same process as step 057IWS062A, it determines which of the jackpot types is 10R certain variable jackpot A, 10R certain variable jackpot B, or 10R normal jackpot using the jackpot type determination table shown in FIG. 9-3(B).

[0297] The second variation pattern setting process is the same as the first variation pattern setting process (step S111A) shown in FIGS. 9-10. That is, in the first variation pattern setting process shown in FIGS. 9-10, if "first" is read as "second", the second variation pattern process has been described. However, in the second variation pattern setting process, the CPU 103 first performs the same process as step 057IWS1700A and checks whether the special drawing time reduction flag is set. If the special drawing time reduction flag is not set (i.e., if it is not in the KT state), the game control microcomputer 100 selects the second special symbol variation pattern table for non-KT times shown in FIG. 9-5(C) as the variation pattern table for determining the variation pattern. If the special drawing time reduction flag is set (i.e., if it is in the KT state), the game control microcomputer 100 selects one of the second special symbol variation pattern tables for KT times shown in FIGS. 9-5(D) to 9-6(I) as the variation pattern table for determining the variation pattern according to whether the probability variation flag and the high base flag are set and the number of variations. For example, if the probability variation flag is off and the high base flag is on (i.e., in the low probability / first KT state), if it is the first variation, the second special symbol variation pattern table shown in FIG. 9-5(D) is selected, if it is the 2nd to 49th variations, the second special symbol variation pattern table shown in FIG. 9-5(E) is selected, and if it is the 50th variation, the second special symbol variation pattern table shown in FIG. 9-5(F) is selected. Also, for example, if both the probability variation flag and the high base flag are on (i.e., in the high probability / first KT state), if it is the first variation, the second special symbol variation pattern table shown in FIG. 9-6(G) is selected, and if it is the second variation and later, the second special symbol variation pattern table shown in FIG. 9-6(H) is selected. Also, for example, if the probability variation flag is on and the high base flag is off (i.e., in the high probability / second KT state), the second special symbol variation pattern table shown in FIG. 9-6(I) is selected.

[0298] The second special symbol variation process is the same as the first special symbol variation process (step S112A) shown in FIGS. 9-11. That is, in the first special symbol variation process shown in FIGS. 9-11, if "first" is replaced with "second" and "second" is replaced with "first", the second special symbol variation process is described.

[0299] The second special symbol stop process is the same as the first special symbol stop process (step S113A) shown in FIG. 9-12. That is, in the first special symbol stop process shown in FIG. 9-11, if "first" is replaced with "second", the second special symbol stop process is described.

[0300] FIG. 9-13 is a flowchart showing the normal accessory control process (step S120) in the accessory control process. In the normal accessory control process, the CPU 103 first checks whether the jackpot start flag is set (step 057IWS2101). If the jackpot start flag is not set, the process ends as it is.

[0301] If the jackpot start flag is set, the CPU 103 resets the jackpot start flag (step 057IWS2102). Next, the CPU 103 sets the big winning opening pre-timer (step 057IWS2103), sets the opening pattern data for round 1 corresponding to the jackpot type (step 057IWS2104), and sets "1" in the round number counter indicating the round number of the jackpot (step 057IWS2105).

[0302] Then, the CPU 103 sets the value of the accessory control process flag to a value corresponding to the gate passing wait process (step 057IWS2106).

[0303] Figs. 9-14 are flowcharts showing the gate passage waiting process (step S121) in the accessory control process. In the gate passage waiting process, the CPU 103 checks whether a detection signal from the gate switch 21 has been input (step 057IWS2501). If the detection signal from the gate switch 21 has not been input, the process ends as it is.

[0304] Next, if set, the CPU 103 resets the probability variation flag, the high base flag, and the special figure time reduction flag, and clears the value of the high base count counter to 0 (step 057IWS2502). Next, the CPU 103 transmits a jackpot start designation command (step 057IWS2503) and sets the value of the accessory control process flag to a value corresponding to the pre-jackpot release process (step 057IWS2504).

[0305] In this feature part 057IW, when the gate passage waiting process is executed, the jackpot game does not start immediately when the jackpot symbol is derived and displayed as the variation display result of the second special symbol. Instead, it is configured to shift to the jackpot game on the condition that the game ball passes through the passage gate 41 and is detected by the gate switch 21.

[0306] Fig. 9-15 is a flowchart showing the jackpot end process (step S125) in the accessory control process. In the jackpot end process, the CPU 103 checks whether the jackpot end display timer is set (step 057IWS2200). If the jackpot end display timer is set, the process proceeds to step 057IWS2202. If the jackpot end display timer is not set, the CPU 103 sets a value corresponding to the display time corresponding to the time (jackpot end display time) when the jackpot end display is performed on the image display device 5 in the jackpot end display timer, and ends the process.

[0307] In step 057IWS2202, the value of the jackpot end display timer is decremented by 1 (step 057IWS2202). Then, the CPU 103 checks whether the value of the jackpot end display timer has become 0, that is, whether the jackpot end display time has elapsed (step 057IWS2203). If it has not elapsed, the process ends.

[0308] If the jackpot end display time has elapsed (Y in step 057IWS2203), the CPU 103 checks whether the type of the jackpot that has just ended is 10R sure change jackpot A or 4R sure change jackpot A (step 057IWS2207). Whether it is 10R sure change jackpot A or 4R sure change jackpot A can be determined, for example, by checking the jackpot type stored in step 057IWS63A of the first special symbol normal process or step 057IWS63B of the second special symbol normal process. If it is 10R sure change jackpot A or 4R sure change jackpot A, the CPU 103 sets the special figure time shortening flag and transitions to the KT state (step 057IWS2208), and at the same time, sets the sure change flag and transitions to the sure change state (step 057IWS2208A). Then, it transitions to step 057IWS2215. Therefore, if it was 10R sure change jackpot A or 4R sure change jackpot A, it will be controlled to the high probability / low base state (high probability / second KT state).

[0309] If it is neither the 10R probability-variable big win A nor the 4R probability-variable big win A, the CPU 103 checks whether the type of the big win that has just ended is the 10R probability-variable big win B or the 4R probability-variable big win B (step 057IWS2209). Whether it is the 10R probability-variable big win B or the 4R probability-variable big win B can be determined, for example, by checking the big win type stored in step 057IWS63A of the first special symbol normal process or step 057IWS63B of the second special symbol normal process. If it is the 10R probability-variable big win B or the 4R probability-variable big win B, the CPU 103 sets the high base flag and shifts to the high base state (step 057IWS2210), further sets the special symbol short-time flag and shifts to the KT state (step 057IWS2211), and sets the probability-variable flag and shifts to the probability-variable state (step 057IWS2211A). Then, it shifts to step 057IWS2215. Therefore, if it was the 10R probability-variable big win B or the 4R probability-variable big win B, it will be controlled to the high probability / high base state (high probability / first KT state).

[0310] Note that when it is the 10R probability-variable big win B or the 4R probability-variable big win B, only the high base flag is set and the high base count counter is not set. In this case, since the high base count counter is reset to 0 when starting a big win game (see step 057IWS2502 of the gate passage waiting process), the value of the high base count counter remains 0. Therefore, after the end of the big win game based on the 10R probability-variable big win B or the 4R probability-variable big win B, it is controlled to the high probability / high base state (high probability / first KT state), and since the value of the high base count counter is 0 in the subsequent variable display, it is determined as Y in step 057IWS69A of the first special symbol normal process or step 057IWS69B of the second special symbol normal process, and the subtraction process of the high base count counter in step 057IWS70A or step 057IWS70B is not performed. Then, the high probability / high base state (high probability / first KT state) will be maintained until the next big win occurs.

[0311] If it is neither a 10R sure-variable big win B nor a 4R sure-variable big win B (i.e., if it is a 4R normal big win or a 10R normal big win), the CPU 103 sets the high base flag and transitions to the high base state (step 057IWS2212), and at the same time, sets the special figure time-short flag and transitions to the KT state (step 057IWS2213). Also, the CPU 103 sets "50" in the high base count counter (step 057IWS2214). Then, it proceeds to step 057IWS2215. Therefore, if it is a 4R normal big win or a 10R normal big win, it will be controlled to the low probability / high base state (low probability / first KT state).

[0312] Then, the CPU 103 updates the value of the accessory control process flag to a value corresponding to the accessory control normal process (step 057IWS2215).

[0313] Here, the transition of the game state in this feature part 057IW will be described. FIGS. 9-16 are explanatory diagrams for explaining the way of the game state transition in this feature part 057IW. First, in this feature part 057IW, in the low probability / low base state (normal state (non-KT state)), the player aims at the left side of the game area and performs a shooting operation (left shot) of the game ball. Therefore, in the normal state, mainly a start winning to the first start winning opening occurs, and mainly the variable display of the first special symbol is executed. Also, since mainly the variable display of the first special symbol is executed, when a big win occurs in the low probability / low base state, mainly a 4R sure-variable big win A, a 4R sure-variable big win B, or a 4R normal big win occurs.

[0314] As shown in FIGS. 9-16, when the 4R probability-variable jackpot A occurs in the low-probability / low-base state, after the end of the jackpot game, it shifts to the high-probability / low-base state (high-probability / second KT state), and the high-probability / low-base state is maintained until the next jackpot occurs (see steps 057IWS2204 to S2208). Also, when the 4R probability-variable jackpot B occurs in the low-probability / low-base state, after the end of the jackpot game, it shifts to the high-probability / high-base state (high-probability / first KT state), and the high-probability / high-base state is maintained until the next jackpot occurs (see steps 057IWS2204 to S2206, S2209 to S2211). Further, when the 4R normal jackpot occurs in the low-probability / low-base state, after the end of the jackpot game, it shifts to the low-probability / high-base state (low-probability / first KT state), and the low-probability / high-base state is maintained until the next jackpot occurs or until the 50-times variable display ends (see steps 057IWS2212 to S2214).

[0315] If it is after shifting to the KT state (high-probability / high-base state, low-probability / high-base state, high-probability / low-base state), in this feature part 057IW, the player aims at the right side of the game area and performs a shooting operation (right shot) of the game ball. Therefore, in the KT state, mainly a start winning to the second start winning port occurs, and mainly the variable display of the second special symbol is executed. Also, since mainly the variable display of the second special symbol is executed, when a jackpot occurs in the KT state, mainly a 10R probability-variable jackpot A, a 10R probability-variable jackpot B, or a 10R normal jackpot occurs.

[0316] As shown in FIGS. 9-16, when a 10R probability-variable big win A occurs in the high probability / high base state (high probability / 1st KT state), after the end of the big win game, it shifts to the high probability / low base state (high probability / 2nd KT state), and the high probability / low base state is maintained until the next big win occurs (see steps 057IWS2204 to S2208). Also, when a 10R probability-variable big win B occurs in the high probability / high base state (high probability / 1st KT state), after the end of the big win game, it shifts to the high probability / high base state (high probability / 1st KT state), and the high probability / high base state is maintained until the next big win occurs (see steps 057IWS2204 to S2206, S2209 to S2211). In this feature part 057IW, when the variable display of the second special symbol is executed, the total probability of becoming a 10R probability-variable big win B is 5% (see FIG. 9-3). Therefore, once it enters the high probability / high base state, the high probability / high base state loops at a rate of 5%. Also, when a 10R normal big win occurs in the high probability / high base state (high probability / 1st KT state), after the end of the big win game, it shifts to the low probability / high base state (low probability / 1st KT state), and the low probability / high base state is maintained until the next big win occurs or until 50 variable displays are completed (see steps 057IWS2212 to S2214).

[0317] As shown in FIGS. 9-16, when a 10R probability-variable big win A occurs in the low-probability / high-base state (low-probability / 1st KT state), after the end of the big win game, it shifts to the high-probability / low-base state (high-probability / 2nd KT state), and the high-probability / low-base state is maintained until the next big win occurs (see steps 057IWS2204 to S2208). Also, when a 10R probability-variable big win B occurs in the low-probability / high-base state (low-probability / 1st KT state), after the end of the big win game, it shifts to the high-probability / high-base state (high-probability / 1st KT state), and the high-probability / high-base state is maintained until the next big win occurs (see steps 057IWS2204 to S2206, S2209 to S2211). Further, when a 10R normal big win occurs in the low-probability / high-base state (low-probability / 1st KT state), after the end of the big win game, it shifts to the low-probability / high-base state (low-probability / 1st KT state), and the low-probability / high-base state is maintained until the next big win occurs or until 50 variable displays are completed (see steps 057IWS2212 to S2214). In this feature part 057IW, when the variable display of the second special symbol is executed, the probability of a 10R normal big win is 35% (see FIG. 9-3). Therefore, once it becomes the low-probability / high-base state, the low-probability / high-base state loops at a rate of 35%. In addition, after a 4R normal big win or a 10R normal big win occurs and it becomes the low-probability / high-base state, if the next big win does not occur and 50 variable displays are completed, as shown in FIG. 9-16, it shifts to the low-probability / low-base state (normal state (non-KT state)) (see steps 057IWS69A to S73A, S69B to S73B).

[0318] As shown in FIGS. 9-16, when a 10R probability-variable big win A occurs in the high probability / low base state (high probability / second KT state), after the end of the big win game, it shifts to the high probability / low base state (high probability / second KT state), and the high probability / low base state is maintained until the next big win occurs (see steps 057IWS2204 to S2208). In this feature part 057IW, when the variable display of the second special symbol is executed, since the probability of becoming a 10R probability-variable big win A is 60% when the variable display of the second special symbol is executed (see FIG. 9-3), once it becomes the high probability / low base state, the high probability / low base state loops at a rate of 60%. Also, when a 10R probability-variable big win B occurs in the high probability / low base state (high probability / second KT state), after the end of the big win game, it shifts to the high probability / high base state (high probability / first KT state), and the high probability / high base state is maintained until the next big win occurs (see steps 057IWS2204 to S2206, S2209 to S2211). Further, when a 10R normal big win occurs in the high probability / low base state (high probability / second KT state), after the end of the big win game, it shifts to the low probability / high base state (low probability / first KT state), and the low probability / high base state is maintained until the next big win occurs or until 50 variable displays are completed (see steps 057IWS2212 to S2214).

[0319] Note that in FIG. 9-16, the case where the variable display of the first special symbol is executed in the low probability / low base state (normal state (non-KT state)) has been described, but there is also a possibility that the variable display of the second special symbol is executed at a low rate. In this case, when a 10R probability-variable big win A occurs, it will shift to the high probability / low base state (high probability / second KT state). Also, when a 10R probability-variable big win B occurs, it will shift to the high probability / high base state (high probability / first KT state). Further, when a 10R normal big win occurs, it will shift to the low probability / high base state (low probability / first KT state), and the low probability / high base state will be maintained until the next big win occurs or until 50 variable displays are completed.

[0320] In addition, in FIGS. 9-16, although the case where the variable display of the second special symbol is executed in the high probability / high base state (high probability / first KT state) has been described, there is also a possibility that the variable display of the first special symbol may be executed at a low rate. In this case, when a 4R sure change big win A occurs, it will shift to the high probability / low base state (high probability / second KT state). Also, when a 4R sure change big win B occurs, it will shift to the high probability / high base state (high probability / first KT state). Further, when a 4R normal big win occurs, it will shift to the low probability / high base state (low probability / first KT state), and the low probability / high base state will be maintained until the next big win occurs or 50 variable displays are completed.

[0321] In addition, in FIGS. 9-16, although the case where the variable display of the second special symbol is executed in the low probability / high base state (low probability / first KT state) has been described, there is also a possibility that the variable display of the first special symbol may be executed at a low rate. In this case, when a 4R sure change big win A occurs, it will shift to the high probability / low base state (high probability / second KT state). Also, when a 4R sure change big win B occurs, it will shift to the high probability / high base state (high probability / first KT state). Further, when a 4R normal big win occurs, it will shift to the low probability / high base state (low probability / first KT state), and the low probability / high base state will be maintained until the next big win occurs or 50 variable displays are completed.

[0322] In addition, in FIGS. 9-16, although the case where the variable display of the second special symbol is executed in the high probability / low base state (high probability / second KT state) has been described, there is also a possibility that the variable display of the first special symbol may be executed at a low rate. In this case, when a 4R sure change big win A occurs, it will shift to the high probability / low base state (high probability / second KT state). Also, when a 4R sure change big win B occurs, it will shift to the high probability / high base state (high probability / first KT state). Further, when a 4R normal big win occurs, it will shift to the low probability / high base state (low probability / first KT state), and the low probability / high base state will be maintained until the next big win occurs or 50 variable displays are completed.

[0323] Figures 9-17 to 9-19 are flowcharts showing specific examples of command analysis processing (step S75). The production control command received from the main board 11 is stored in the received command buffer. In the command analysis processing, the production control CPU 120 checks the content of the command stored in the command reception buffer.

[0324] In the command analysis processing, the production control CPU 120 first checks whether a received command is stored in the command reception buffer (step 057IWS611). Whether it is stored or not is determined by comparing the value of the command reception count counter with the read pointer. The case where both are the same is the case where the received command is not stored. When a received command is stored in the command reception buffer, the production control CPU 120 reads the received command from the command reception buffer (step 057IWS612). Note that after reading, the value of the read pointer is incremented by 2 (step 057IWS613). This is because it reads 2 bytes (1 command) at a time.

[0325] If the received production control command is a set value command (step 057IWS614), the production control CPU 0120 stores the set value indicated by the received set value command in the set value storage area formed in the RAM 122 (step 057IWS615).

[0326] If the received production control command is a variation pattern command (step 057IWS616), the production control CPU 120 stores the received variation pattern command in the variation pattern command storage area formed in the RAM 122 (step 057IWS617). Then, the variation pattern command reception flag is set (step 057IWS618).

[0327] If the received production control command is a display result specification command (step 057IWS619), the production control CPU 120 stores the received display result specification command in the display result specification command storage area formed in the RAM 122 (step 057IWS620).

[0328] If the received production control command is any of the symbol determination specification commands (first symbol determination specification command, second symbol determination specification command, first forced symbol determination specification command, second forced symbol determination specification command) (step 057IWS621), the production control CPU 120 sets a determination command reception flag corresponding to the received symbol determination specification command (step 057IWS622). For example, when the first symbol determination specification command is received, the first determination command reception flag is set. Also, for example, when the second symbol determination specification command is received, the second determination command reception flag is set. Also, for example, when the first forced symbol determination specification command is received, the first forced determination command reception flag is set. Also, for example, when the second forced symbol determination specification command is received, the second forced determination command reception flag is set.

[0329] If the received production control command is a jackpot start specification command (step 057IWS623), the production control CPU 120 controls to start the right-handed display on the display screen of the image display device 5 (step 057IWS624). Also, the production control CPU 120 sets a jackpot start specification command reception flag (step 057IWS625).

[0330] If the received production control command is a jackpot end specification command (step 057IWS626), the production control CPU 120 controls to end the right-handed display on the display screen of the image display device 5 (step 057IWS627). Also, the production control CPU 120 sets a jackpot end specification command reception flag (step 057IWS628).

[0331] In this example, when the processes of steps 057IWS624 and S627 are executed, a right-hit display is shown on the display screen of the image display device 5 during the jackpot game.

[0332] If the received effect control command is a small win start specification command (step 057IWS629), the effect control CPU 120 sets a small win start specification command reception flag (step 057IWS630).

[0333] If the received effect control command is a small win end specification command (step 057IWS631), the effect control CPU 120 sets a small win end specification command reception flag (step 057IWS632).

[0334] If the received effect control command is a right-hit lighting start specification command (step 057IWS633), the effect control CPU 120 sets a right-hit lighting flag indicating that right-hit notification is being performed (step 057IWS633A), and performs control to start lighting the right-hit notification LED 37 (step 057IWS634).

[0335] If the received effect control command is a right-hit lighting end specification command (step 057IWS635), the effect control CPU 120 resets the right-hit lighting flag indicating that right-hit notification is being performed (step 057IWS635A), and performs control to end lighting the right-hit notification LED 37 (step 057IWS636).

[0336] If the received effect control command is a low probability / non-KT background specification command (step 057IWS637), the effect control CPU 120 performs control to display the background image on the image display device 5 with a background image corresponding to the low probability / non-KT state (for example, a blue background image) (step 057IWS638). Further, if it is set, the effect control CPU 120 resets the first KT state flag indicating the first KT state (step 057IWS639).

[0337] If the received production control command is a low probability / 1KT background designation command (step 057IWS640), the production control CPU 120 performs control to display the background image on the image display device 5 as a background image corresponding to the low probability / 1KT state (for example, a green background image) (step 057IWS641). Further, the production control CPU 120 sets the 1KT state flag (step 057IWS642), and if it is set, resets the high probability state flag indicating the high probability state and the 2KT state flag indicating the 2KT state (step 057IWS643).

[0338] If the received production control command is a high probability / 1KT background designation command (step 057IWS644), the production control CPU 120 performs control to display the background image on the image display device 5 as a background image corresponding to the high probability / 1KT state (for example, a yellow background image) (step 057IWS645). Further, the production control CPU 120 sets the high probability state flag and the 1KT state flag (step 057IWS646), and if it is set, resets the 2KT state flag (step 057IWS647).

[0339] If the received production control command is a high probability / 2KT background designation command (step 057IWS648), the production control CPU 120 performs control to display the background image on the image display device 5 as a background image corresponding to the high probability / 2KT state (for example, a red background image) (step 057IWS649). Further, the production control CPU 120 sets the high probability state flag and the 2KT state flag (step 057IWS650), and if it is set, resets the 1KT state flag (step 057IWS651).

[0340] If the received production control command is another command, the production control CPU 120 executes a process of storing the received production control command or setting a flag corresponding to the received production control command (step 057IWS662). Then, it proceeds to step 057IWS611.

[0341] In step 057IWS662, for example, if the received effect control command is the first valid start winning designation command, a flag indicating that the first valid start winning designation command has been received is set. Then, in the preview setting process (step S161), if it is in the non-KT state, the effect control CPU 120 displays the first hold display corresponding to the first hold memory based on the fact that the flag is set.

[0342] In step 057IWS662, for example, if the received effect control command is the second valid start winning designation command, a flag indicating that the second valid start winning designation command has been received is set. Then, in the preview setting process (step S161), if it is in the KT state, the effect control CPU 120 displays the second hold display corresponding to the second hold memory based on the fact that the flag is set.

[0343] Although not shown in the figure, when starting the variation of the decorative pattern, the effect control CPU 120 displays the active display corresponding to the variation of the decorative pattern and updates and displays the hold display of the special pattern corresponding to the decorative pattern (the first hold display if it is in the non-KT state, and the second hold display if it is in the KT state). For example, it is updated and displayed by deleting the first hold display and shifting the remaining hold displays one by one.

[0344] FIG. 9-20 is a flowchart showing the variable display start waiting process (step S170). In the variable display start waiting process, the effect control CPU 120 checks whether a variation pattern command has been received (step 057IWS811). Whether a variation pattern command has been received or not can be determined, for example, by setting a variation pattern command reception flag indicating that the variation pattern command has been received in the command analysis process (step S75) when the variation pattern command is received, and in step 057IWS811, checking whether the variation pattern command reception flag is set.

[0345] If the variable pattern command is being received, the effect control CPU 120 checks whether the right - hand lighting flag is set (step 057IWS812). If the right - hand lighting flag is not set (i.e., in the non - KT state), the effect control CPU 120 checks whether the received variable pattern command is a variable pattern command corresponding to the first special symbol (step 057IWS813). If it is not a variable pattern command corresponding to the first special symbol (i.e., when executing the variable display of the second special symbol), the variable display start waiting process is terminated as it is. If it is a variable pattern command corresponding to the first special symbol (i.e., when executing the variable display of the first special symbol), the effect control CPU 120 updates the value of the effect control process flag to a value corresponding to the variable display start setting process (step S171) (step 057IWS815).

[0346] If the right - hand lighting flag is set (i.e., in the KT state), the effect control CPU 120 checks whether the received variable pattern command is a variable pattern command corresponding to the second special symbol (step 057IWS814). If it is not a variable pattern command corresponding to the second special symbol (i.e., when executing the variable display of the first special symbol), the variable display start waiting process is terminated as it is. If it is a variable pattern command corresponding to the second special symbol (i.e., when executing the variable display of the second special symbol), the effect control CPU 120 updates the value of the effect control process flag to a value corresponding to the variable display start setting process (step S171) (step 057IWS815).

[0347] By executing the processes of steps 057IWS812 to S815, in this feature unit 057IW, when in the non-KT state, a decorative symbol variable display is executed on the image display device 5 corresponding to the variable display of the first special symbol, and when in the KT state, a decorative symbol variable display is executed on the image display device 5 corresponding to the variable display of the second special symbol. In other words, even when the variable display of the first special symbol is executed but in the KT state, or even when the variable display of the second special symbol is executed but in the non-KT state, the decorative symbol variable display is not executed.

[0348] FIG. 9-21 is a flowchart showing the variable display start setting process (step S171). In the variable display start setting process, the effect control CPU 120 determines a stop symbol of the decorative symbol according to the variable display result (step 057IWS923). In step 057IWS923, when the effect control CPU 120 receives a display result 1 designation command (when it is determined as a loss), it determines a combination of a loss symbol where the left, middle, and right decorative symbols are completely different or a reach loss symbol where only the left and right decorative symbols match. Also, when receiving a display result designation command indicating a big win (display result 2 designation command to display result 7 designation command), it determines a combination of symbols where the left, middle, and right decorative symbols match. Further, when receiving a display result 8 designation command (when it is determined as a small win), it determines a combination of decorative symbols of a small win symbol (for example, "135").

[0349] Thus, it is configured such that it is impossible to determine from the big win symbol to be stopped which type of big win gaming state it is controlled to. Therefore, an unsealing effect for notifying whether the big win occurring in the second KT state is a 10R sure change big win A that is controlled back to the second KT state, or a 10R sure change big win B or a 10R normal big win that is controlled to the first KT state, is executed during the big win gaming state controlled based on the variation in the second KT state.

[0350] Specifically, the opening effect is performed in either a successful pattern where the box is opened after suggesting to open the box or a failed pattern where the box is not opened after suggesting to open the box. If it is a successful pattern, it is notified that the jackpot that has occurred is a 10R probability-variable jackpot A in which the second KT state is controlled again to the second KT state (the second KT state continues). If it is a failed pattern, it is not notified that the jackpot that has occurred is a 10R probability-variable jackpot A in which the second KT state is controlled again to the second KT state (the second KT state continues). Note that a plurality of opening effects can be executed in one jackpot game state. Even if the opening effect of the failed pattern is executed, if the opening effect is performed again and the opening effect is a successful pattern, it is notified that the jackpot that has occurred is a 10R probability-variable jackpot A in which the second KT state is controlled again to the second KT state (the second KT state continues).

[0351] Also, since it is configured such that it is not possible to determine from the stopped jackpot symbol which type of jackpot game state it is controlled to, during the execution of the jackpot game state that occurred in the normal state (non-KT state), or during the ending period in the jackpot game state, a type notification effect for notifying whether the jackpot that occurred in the normal state (non-KT state) is a 4R probability-variable jackpot A controlled to the high probability / second KT state, a 4R probability-variable jackpot B controlled to the high probability / first KT state, or a 4R normal jackpot controlled to the low probability / first KT state may be executed. As the type notification effect, it is preferable to perform an effect different from the opening effect. For example, it is also possible to perform a roulette effect as the type notification effect in which characters indicating that it is a 4R probability-variable jackpot A, characters indicating that it is a 4R probability-variable jackpot B, and characters indicating that it is a 4R normal jackpot are variably displayed, and when any one of the characters stops being displayed, it is notified which type of jackpot it is (which game state it is controlled to).

[0352] Next, the production control CPU 120 conducts a lottery to determine whether to execute a preview production (e.g., a dialogue preview production, a cut-in preview production, a step-up preview production, a mini-character preview production, a group preview production) for suggesting whether it is a big win based on the starting variation (step 057IWS925). Specifically, using the preview production execution lottery table shown in FIGS. 9-22(A) to (C), a lottery process based on a random number is performed to determine whether to execute a preview production (a cut-in production, a dialogue production, a group preview production).

[0353] Note that the cut-in production, the dialogue production, and the group preview production whose execution is determined here are preview productions that can be executed at different timings. The execution timing of the cut-in production is the earliest, followed by the execution timing of the dialogue production, and the execution timing of the group preview production is the latest.

[0354] Also, the production control CPU 120 executes each preview production (cut-in production, dialogue production, group preview production) in the variable display production process (see FIG. 9-23) described later, and the production mode of the executed preview production can be memorized in the order of execution in association with the production history. For example, in the variation where the dialogue production in the second dialogue mode and the group preview production in the first group mode are executed, the dialogue production in the second dialogue mode is memorized as the first executed preview production, and the dialogue production in the second dialogue mode is memorized as the second executed preview production as the production history.

[0355] FIG. 9-22(A) is an explanatory diagram showing a cut-in production execution lottery table. In the cut-in production execution lottery table shown in FIG. 9-22(A), determination values for the execution of the cut-in production and the production mode (the first cut-in mode to the third cut-in mode) in the case of execution are assigned for each variable display result (big win, super reach miss, others).

[0356] The first cut-in mode is a mode in which character A is cut in and displayed, the second cut-in mode is a mode in which character B is cut in and displayed, and the third cut-in mode is a mode in which character C is cut in and displayed.

[0357] For example, when the variable display result is a big win, it is determined that the cut-in effect is not executed at a rate of 15%, the cut-in effect is executed in the first cut-in mode at a rate of 25%, the cut-in effect is executed in the second cut-in mode at a rate of 25%, and the cut-in effect is executed in the third cut-in mode at a rate of 35%.

[0358] For example, when the variable display result is a super reach miss, it is determined that the cut-in effect is not executed at a rate of 35%, the cut-in effect is executed in the first cut-in mode at a rate of 25%, the cut-in effect is executed in the second cut-in mode at a rate of 25%, and the cut-in effect is executed in the third cut-in mode at a rate of 15%.

[0359] For example, when the variable display result is other, it is determined that the cut-in effect is not executed at a rate of 80% and the cut-in effect is executed in the first cut-in mode at a rate of 20%.

[0360] Figure 9-22(B) is an explanatory diagram showing a dialogue effect execution lottery table. In the dialogue effect execution lottery table shown in Figure 9-22(B), determination values for the execution or non-execution of the dialogue effect and the effect modes (first dialogue mode to third dialogue mode) when executed are assigned for each variable display result (big win, super reach miss, other).

[0361] The first dialogue mode is a mode in which dialogue A is displayed, the second dialogue mode is a mode in which dialogue B is displayed, and the third dialogue mode is a mode in which dialogue C is displayed.

[0362] For example, when the variable display result is a big win, it is determined that the dialogue performance is not executed at a rate of 10%, the dialogue performance is executed in the first dialogue mode at a rate of 20%, the dialogue performance is executed in the second dialogue mode at a rate of 30%, and the dialogue performance is executed in the third dialogue mode at a rate of 40%.

[0363] For example, when the variable display result is a super reach miss, it is determined that the dialogue performance is not executed at a rate of 40%, the dialogue performance is executed in the first dialogue mode at a rate of 30%, the dialogue performance is executed in the second dialogue mode at a rate of 20%, and the dialogue performance is executed in the third dialogue mode at a rate of 10%.

[0364] For example, when the variable display result is other, it is determined that the dialogue performance is not executed at a rate of 90%, and the dialogue performance is executed in the first dialogue mode at a rate of 10%.

[0365] FIG. 9-22(C) is an explanatory diagram showing a group preview performance execution lottery table. In the group preview performance execution lottery table shown in FIG. 9-22(C), determination values for the presence or absence of execution of the group preview performance and the performance modes (first group mode to third group mode) when executed are assigned for each variable display result (big win, super reach miss, other).

[0366] The first group mode is a mode in which group A by character A is displayed, the second group mode is a mode in which group B by character A is displayed, and the third group mode is a mode in which group C by character C is displayed. Also, the group preview performance in the third group mode is a performance accompanied by the operation of the movable body 32.

[0367] For example, when the variable display result is a big win, it is determined that the group preview performance is not executed at a rate of 5%, the group preview performance is executed in the first group mode at a rate of 15%, the group preview performance is executed in the second group mode at a rate of 35%, and the group preview performance is executed in the third group mode at a rate of 45%.

[0368] For example, when the variable display result is a super reach deviation, it is determined that the group preview effect is not executed at a rate of 45%, the group preview effect is executed in the first group mode at a rate of 35%, the group preview effect is executed in the second group mode at a rate of 15%, and the group preview effect is executed in the third group mode at a rate of 5%.

[0369] For example, when the variable display result is other, it is determined that the group preview effect is not executed at a rate of 95% and the group preview effect is executed in the first group mode at a rate of 5%.

[0370] Next, when the effect control CPU 120 determines the variation pattern of the decorative pattern to be used and the execution of the preview effect (for example, prop preview effect, dialogue preview effect, step-up preview effect, mini character preview effect, group preview effect) based on the variation pattern indicated by the received variation pattern command, the process table corresponding to the preview effect for which the execution is determined is selected (step 057IWS928).

[0371] Next, the effect control CPU 120 sets the process timer setting value of process data 1 in the process table selected in step 057IWS928 in the process timer and starts the process timer (step 057IWS929). Next, the effect control CPU 120 controls the effect devices (image display device 5, various lamps, speakers 8L, 8R, moving body 32) according to the content of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, prop motion data 1) (step 057IWS930). For example, in order to display an image corresponding to the variation pattern on the image display device 5, a control signal (display control execution data) is output to the VDP. Also, in order to control the lighting / extinguishing of various lamps, a control signal (lamp control execution data) is output to the LED control board 14. Also, in order to cause voice output from the speakers 8L, 8R, a control signal (sound number data) is output to the voice control board 13.

[0372] Next, the effect control CPU 120 sets a value corresponding to the variation time in the decoration pattern variation time timer and starts the decoration pattern variation time timer (step 057IWS931). Then, the effect control process flag is updated to a value corresponding to the variable display in-progress effect process (step S172) (step 057IWS932).

[0373] FIG. 9-23 is a flowchart showing the variable display in-progress effect process (step S172) in the effect control process. In the variable display in-progress effect process, the effect control CPU 120 first decrements the value of the process timer by 1 (step 057IWS8101) and decrements the value of the decoration pattern variation time timer by 1 (step 057IWS8102). When the process timer times out (step 057IWS8103), the process data is switched. That is, the next process timer setting value set in the process table is set in the process timer (step 057IWS8104). Based on the next set display control execution data, lamp control execution data, sound number data, and accessory operation data, the control state for the effect device is changed (step 057IWS8105).

[0374] Next, the effect control CPU 120 performs a round object display process for displaying a round object (step 057IWS8105A). The round object is a display corresponding to each round in the big win gaming state. As the round object, a first round object and a second round object can be displayed. The first round object is a round object corresponding to the big win gaming state controlled based on the ongoing variation, the big win gaming state controlled when the game ball passes through the passing gate 41, or the ongoing big win gaming state. The second round object is a round object corresponding to the big win gaming state that follows the big win gaming state corresponding to the first round object.

[0375] As display modes of the first-round object, there are provided a normal mode (a white-circle icon) indicating that the corresponding round has not ended, a digestion mode (a black-circle icon) indicating that the corresponding round has ended, and an unsealing mode (a box icon) indicating that an unsealing effect is performed in the corresponding round. Note that as the unsealing mode, there are provided a first unsealing mode with a white box color and a second unsealing mode with a red box color.

[0376] As display modes of the second-round object, there are provided a standby mode (a white-circle icon displayed within a rectangular frame and including the character "WAIT") indicating that the jackpot gaming state corresponding to the second-round object has not yet started, and a damage mode (a white-circle icon displayed within a damaged frame and including the character "CHANGE?") indicating that the jackpot gaming state corresponding to the second-round object has started.

[0377] The first-round object is in a jackpot gaming state that transitions from a non-KT state or a first KT state, and is displayed in a jackpot gaming state that is an opportunity to control to a second KT state (4R sure-variable jackpot A, 10R sure-variable jackpot A), and in a jackpot gaming state that transitions from the second KT state.

[0378] The second-round object is displayed in the second KT state, but is not displayed in the non-KT state and the first KT state.

[0379] Next, the effect control CPU 120 checks whether the right-hit lighting flag is set (step 057IWS8106). If the right-hit lighting flag is not set (i.e., in the non-KT state), the effect control CPU 120 checks whether the first symbol determination designation command has been received (for example, whether the first determination command reception flag is set) (step 057IWS8107). If the first symbol determination designation command has been received, the effect control CPU 120 proceeds to step 057IWS8114.

[0380] If the production control CPU 120 has not received the first symbol determination designation command, it checks whether it has received the first forced symbol determination designation command (for example, whether the first forced determination command reception flag is set) (step 057IWS8108). If it has received the first forced symbol determination designation command, the production control CPU 120 proceeds to step 057IWS8113.

[0381] If the right strike lighting flag is set in step 057IWS8106 (that is, in the KT state), the production control CPU 120 checks whether it has received the second symbol determination designation command (for example, whether the second determination command reception flag is set) (step 057IWS8111). If it has received the second symbol determination designation command, it proceeds to step 057IWS8114.

[0382] If it has not received the second symbol determination designation command, the production control CPU 120 checks whether it has received the second forced symbol determination designation command (for example, whether the second forced determination command reception flag is set) (step 057IWS8112). If it has received the second forced symbol determination designation command, the production control CPU 120 performs a process of replacing the stop symbol of the decoration symbol determined in step 057IWS923 of the variable display start setting process with a losing symbol (step 057IWS8113). Then, the production control CPU 120 updates the value of the production control process flag to a value corresponding to the waiting process per special symbol (step S173) (step 057IWS8114).

[0383] If the first forced symbol determination designation command has not been received in step 057IWS8108, or if the second forced symbol determination designation command has not been received in step 057IWS8112, the effect control CPU 120 checks whether the decoration symbol variation time timer has timed out (step 057IWS8115). If the decoration symbol variation time timer has timed out, the effect control CPU 120 switches to the process data for standby effects (step 057IWS8116). Then, the effect control CPU 120 restarts the process timer (step 057IWS8117).

[0384] In this example, as already explained, when the variation display of the second special symbol results in a small win and the variation display of the first special symbol, which can result in a loss, a small win, or a big win with certain probability variation, is being executed during a small win game, the update of the first variation time timer is interrupted during the small win game, and the variation display of the first special symbol continues to be executed. Also, when the variation display of the first special symbol results in a small win and the variation display of the second special symbol, which can result in a loss, a small win, or a big win with certain probability variation, is being executed during a small win game, the update of the second variation time timer is interrupted during the small win game, and the variation display of the second special symbol continues to be executed. The fact that the decoration symbol variation time timer has timed out in step 057IWS8115 without receiving any symbol determination designation command means that the update of the first variation time timer or the second variation time timer has been interrupted in this way, and the variation display of the first special symbol or the second special symbol continues to be executed. In this case, in this example, by executing the processes of steps 057IWS8116 and S8117, the display is switched to the standby effect, and then the update of the first variation time timer or the second variation time timer is resumed, and the standby effect continues until the variation display of the first special symbol or the second special symbol finally ends. Note that the "standby effect" is, for example, an effect in which the left, middle, and right decoration symbols on the image display device 5 are in a temporarily stopped state while fluctuating or slightly fluctuating.

[0385] In the image display device 5, when performing variable displays such as system small symbols and fourth symbols, if the update of the first variable time timer or the second variable time timer is interrupted and the variable display of the first special symbol or the second special symbol is continuously executed, the variable displays of these system small symbols and fourth symbols are also continuously executed. Then, when the update of the first variable time timer or the second variable time timer resumes and the variable display of the first special symbol or the second special symbol finally stops, the variable displays of these system small symbols and fourth symbols also stop.

[0386] FIG. 9-24 is a flowchart showing the round object display process. In the round object display process, the effect control CPU 120 first determines whether the ongoing variation is a big win variation (step 057IWS8200). If it is not a big win variation, the round object display process ends as it is.

[0387] If it is a big win variation, the effect control CPU 120 determines whether it is the timing to end the reach effect (step 057IWS8201). If it is not the timing to end the reach effect, the round object display process ends as it is. If it is the timing to end the reach effect, the effect control CPU 120 determines whether it is in the second KT state (step 057IWS8202). If it is in the non-KT state or the first KT state, it is determined whether it is a big win variation of 4R certain win big win A or 10R certain win big win A, that is, whether it is a big win variation of the type that shifts to the second KT state (step 057IWS8202A). If it is not a big win variation of the type that shifts to the second KT state, the round object display process ends as it is. If it is a big win variation of the type that shifts to the second KT state, the effect control CPU 120 displays the first round object in the normal mode and displays the second round object in the standby mode (steps 057IWS8203, S8204).

[0388] Thus, when in the non-KT state or the first KT state, the first-round object and the second-round object are displayed only when it is a jackpot variation of the type that shifts to the second KT state. Note that in the jackpot variation of the type that shifts to the second KT state when in the non-KT state or the first KT state, when the jackpot symbol stops being displayed, it is notified that control is made for the jackpot of the type that shifts to the second KT state.

[0389] Note that in step 057IWS8203, the number of first-round objects corresponding to the number of rounds of the jackpot gaming state to be controlled immediately afterwards is displayed. Specifically, when it is a jackpot variation corresponding to the variation of the first special symbol, four first-round objects are displayed, and when it is a jackpot variation corresponding to the variation of the second special symbol, ten first-round objects are displayed.

[0390] Also, when in the second KT state in step 057IWS8202, the effect control CPU 120 changes the second-round object from the standby mode to the damage mode, and then changes the second-round object to the first-round object in the normal mode (step 057IWS8205).

[0391] Figs. 9-25 and 9-26 are flowcharts showing the waiting process per special figure (step S173) in the effect control process. In the waiting process per special figure, the effect control CPU 120 first checks whether a stop symbol display flag 1 indicating that a jackpot symbol is being displayed as the stop symbol of the decoration symbol is set (step 057IWS9701). If the stop symbol display flag 1 is set, the process proceeds to step 057IWS9705D. In this feature section 057IW, when a jackpot symbol is displayed as the stop symbol of the decoration symbol, the stop symbol display flag 1 is set in step 057IWS9705. Then, the stop symbol display flag 1 is reset when executing the jackpot effect. Therefore, the fact that the stop symbol display flag 1 is set means that the jackpot symbol has been confirmed and displayed, but the jackpot effect has not been executed yet. So, without executing the process of displaying the stop symbol of the decoration symbol in step 057IWS9703, the process proceeds to step 057IWS9705D.

[0392] If the stop symbol display flag 1 is not set, the effect control CPU 120 checks whether a stop symbol display flag 2 indicating that a minor jackpot symbol is being displayed as the stop symbol of the decoration symbol is set (step 057IWS9702). If the stop symbol display flag 2 is set, the process proceeds to step 057IWS9716. In this feature section 057IW, when a minor jackpot symbol is displayed as the stop symbol of the decoration symbol, the stop symbol display flag 2 is set in step 057IWS9715. Then, the stop symbol display flag 2 is reset when executing the minor jackpot effect. Therefore, the fact that the stop symbol display flag 2 is set means that the minor jackpot symbol has been confirmed and displayed, but the minor jackpot effect has not been executed yet. So, without executing the process of displaying the stop symbol of the decoration symbol in step 057IWS9703, the process proceeds to step 057IWS9716.

[0393] If neither the stop symbol display flag 1 nor the stop symbol display flag 2 is set, the effect control CPU 120 performs control to cause the image display device 5 to definitely display the stop symbols (losing symbols, big win symbols, small win symbols) of the left, middle, and right decorative symbols that are being stopped (step 057IWS9703). If the first forced symbol determination designation command or the second forced symbol determination designation command is received and the process of replacing with a losing symbol is executed in steps 057IWS8109 and S8113, then in step 057IWS9703, the effect control CPU 120 performs control to definitely display the losing symbol.

[0394] When the big win symbol is definitely displayed in the process of step 057IWS9703 (Y in step 057IWS9704), the effect control CPU 120 sets the stop symbol display flag 1 (step 057IWS9705A).

[0395] After that, the effect control CPU 120 performs a setting suggestion effect mode determination lottery for determining the effect mode of the setting suggestion effect (step 057IWS9705B). The setting suggestion effect is executed in the determined mode (step 057IWS9705C). The setting suggestion effect is an effect that suggests a setting value, and is an effect performed during the gate passage waiting period from when the big win symbol is stopped and displayed until the game ball passes through the gate 41. Specifically, it performs a setting suggestion effect that displays a rightward arrow image for prompting a right hit in a mode that suggests the setting value. In step 057IWS9705B, specifically, using the setting suggestion effect mode determination lottery table shown in FIG. 9-27(A), a lottery process based on a random number is performed to determine whether to execute the effect mode of the setting suggestion effect.

[0396] FIG. 9-27(A) is an explanatory diagram showing a setting suggestion effect mode determination lottery table. In the setting suggestion effect mode determination lottery table shown in FIG. 9-27(A), determination values for the effect modes (first suggestion mode to fourth suggestion mode) of the setting suggestion effect are assigned for each setting value ("1" to "6").

[0397] The first suggestive mode is a mode of displaying an arrow image in red, the second suggestive mode is a mode of displaying an arrow image in green, the third suggestive mode is a mode of displaying an arrow image in blue, and the fourth suggestive mode is a mode of displaying an arrow image in white.

[0398] For example, when the set value is "1", the first suggestive mode is determined as the performance mode of the set suggestive effect at a rate of 16%, the second suggestive mode at a rate of 20%, the third suggestive mode at a rate of 30%, and the fourth suggestive mode at a rate of 34%.

[0399] For example, when the set value is "2", the first suggestive mode is determined as the performance mode of the set suggestive effect at a rate of 18%, the second suggestive mode at a rate of 22%, the third suggestive mode at a rate of 28%, and the fourth suggestive mode at a rate of 32%.

[0400] For example, when the set value is "3", the first suggestive mode is determined as the performance mode of the set suggestive effect at a rate of 20%, the second suggestive mode at a rate of 24%, the third suggestive mode at a rate of 26%, and the fourth suggestive mode at a rate of 30%.

[0401] For example, when the set value is "4", the first suggestive mode is determined as the performance mode of the set suggestive effect at a rate of 30%, the second suggestive mode at a rate of 26%, the third suggestive mode at a rate of 24%, and the fourth suggestive mode at a rate of 20%.

[0402] For example, when the set value is "5", the first suggestive mode is determined as the performance mode of the set suggestive effect at a rate of 32%, the second suggestive mode at a rate of 28%, the third suggestive mode at a rate of 22%, and the fourth suggestive mode at a rate of 18%.

[0403] For example, when the set value is "6", the first suggestive mode is determined as the performance mode of the set suggestive effect at a rate of 34%, the second suggestive mode at a rate of 30%, the third suggestive mode at a rate of 20%, and the fourth suggestive mode at a rate of 16%.

[0404] After that, the effect control CPU 120 performs processing related to the effect history display effect. The effect history display effect is an effect that can be executed during the gate passage waiting period from when the big win symbol stops being displayed until the game ball passes through the gate 41, and is an effect that displays in a way that can identify which of the advance notice effects was executed during the big win variation. Specifically, as processing related to the effect history display effect, the effect control CPU 120 determines whether the ended variation is a variation of the second special symbol in the normal state (step 057IWS9705D). If the ended variation is not a variation of the second special symbol in the normal state, it determines whether an operation on the push button 31B has been received (step 057IWS9705E). When an operation on the push button 31B has been received, it starts the effect history display (step 057IWS9705F).

[0405] In step 057IWS9705F, specifically, the effect control CPU 120 identifies the above-described effect history information (information on the executed advance notice effect), extracts a character information image indicating the executed advance notice effect from the ROM 121, and starts the effect history display by displaying the extracted character information image in a display area corresponding to the order associated with the executed advance notice effect. Note that the effect history information (information on the executed advance notice effect) is erased when the effect history display is started or when the gate passage waiting period ends (the game ball passes through the passage gate 41) without starting the effect history display.

[0406] Note that as the effect history display effect, while it is possible to display in an identifiable manner the execution of an advance notice effect group (hereinafter, sometimes collectively referred to as the "specific mode advance notice effect") including the cut-in effects of the second cut-in mode and the third cut-in mode, the serif effects of the second serif mode and the third serif mode, and the group advance notice effects of the second group mode and the third group mode, for an advance notice effect group (hereinafter, sometimes collectively referred to as the "non-specific mode advance notice effect") including the cut-in effect of the first cut-in mode, the serif effect of the first serif mode, and the group advance notice effect of the first group mode, it is not displayed in an identifiable manner.

[0407] In addition, as described above, the group preview effect of the third group mode involves the display control of the image display device 5 and the operation control of the movable body 32. However, due to some reasons, a problem may occur where the operation control of the movable body 32 is not performed while the display control of the image display device 5 is performed. If, in the group preview effect of the third group mode, the operation control of the movable body 32 is not performed while the display control of the image display device 5 is performed, it becomes difficult for the player to recognize that the group preview effect of the third group mode has been performed. Therefore, if the execution history of the group preview effect of the third group mode is displayed in the effect history display effect, there is a possibility that the player's recognition and the effect history display effect do not match. Thus, in the effect history display effect, the execution history of the group preview effect of the third group mode is displayed on the condition that the operation control of the movable body 32 has been performed in the group preview effect of the third group mode (specifically, the effect control CPU 120 has transmitted an operation control command to the driving means for driving the movable body 32). For other effects, the execution history may be displayed on the condition that the execution of the other effect has been determined, or the execution history may be displayed on the condition that the other effect has been executed (the display control of the image display means 5 has been performed).

[0408] Next, the effect control CPU 120 checks whether a jackpot start designation command has been received (step 057IWS9706). If a jackpot start designation command has been received, the effect control CPU 120 resets the stop symbol display flag 1 (step 057IWS9707).

[0409] Next, the effect control CPU 120 selects a process table corresponding to the jackpot effect (step 057IWS9710). Next, the effect control CPU 120 starts the process timer by setting the process timer setting value in the process timer (step 057IWS9711), and controls the effect devices (image display device 5, various lamps, speakers 8L, 8R, movable body 32) according to the content of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, accessory operation data 1) (step 057IWS9712).

[0410] Thereafter, the effect control CPU 120 determines whether it has been controlled to the second KT state (step 057IWS9712A). If it has been controlled to the non-KT state or the first KT state, the value of the effect control process flag is updated to a value corresponding to the jackpot middle effect process (step S176) (step 057IWS9713).

[0411] Also, when it has been controlled to the second KT state in step 057IWS9712A, the effect control CPU 120 performs a draw for determining the number of times of executing the unsealing effect in the starting jackpot game state (step 057IWS9712B). Specifically, using the unsealing effect number determination table shown in FIG. 9-27(B), a lottery process based on a random number is performed to determine the number of times of executing the unsealing effect in the starting jackpot game state.

[0412] FIG. 9-27(B) is an explanatory diagram showing the unsealing effect number determination table. In the unsealing effect number determination table shown in FIG. 9-27(B), determination values for the number of times of executing the unsealing effect (1 to 3 times) are allocated for each case where the second KT state continues (when the starting jackpot game state is 10R probability variable jackpot A) or ends (when the starting jackpot game state is not 10R probability variable jackpot A). Note that the number of times of executing the unsealing effect determined here is the sum of the number of times of executing the unsealing effect in the success pattern and the number of times of executing the unsealing effect in the failure pattern.

[0413] For example, when the second KT state continues (when the starting jackpot game state is 10R probability variable jackpot A), 1 time is determined as the number of times of executing the unsealing effect at a rate of 25%, 2 times at a rate of 35%, and 3 times at a rate of 40%.

[0414] For example, when the second KT state ends (when the starting jackpot game state is not 10R probability variable jackpot A), 1 time is determined as the number of times of executing the unsealing effect at a rate of 40%, 2 times at a rate of 35%, and 3 times at a rate of 25%.

[0415] Thus, the higher the number of times the opening performance is executed, the higher the reliability that the second KT state will continue.

[0416] For example, regardless of which opening mode is selected as the display mode of the round object corresponding to the opening round, the reliability that the second KT state will continue is higher when the opening round is three times than when it is two times. For example, the reliability that the second KT state will continue is higher when three first opening modes are displayed than when two first opening modes are displayed.

[0417] Next, the effect control CPU 120 performs execution timing determination processing for determining the execution timing of the opening performance in the starting jackpot game state (step 057IWS9712C). Specifically, by repeatedly performing execution timing determination lottery using the execution timing determination lottery table shown in FIG. 9-27(C), the execution timing of the opening performance for the number of executions determined in step 057IWS9712B is determined. For example, when the second KT state continues (when the starting jackpot game state is 10R sure change jackpot A), the execution timing corresponding to the opening performance of one successful pattern is determined by execution timing determination lottery, and the execution timing of the opening performance of the failure pattern for the number of times obtained by subtracting 1 from the number of executions determined in step 057IWS9712B is determined by execution timing determination lottery. Also, for example, when the second KT state ends (when the starting jackpot game state is not 10R sure change jackpot A), the execution timing of the opening performance of the failure pattern for the number of executions determined in step 057IWS9712B is determined by execution timing determination lottery.

[0418] FIG. 9-27(C) is an explanatory diagram showing an execution timing determination lottery table. In the execution timing determination lottery table shown in FIG. 9-27(C), determination values for the execution timing (1 round to 10 rounds) of the opening performance are assigned for each execution pattern (success pattern, failure pattern) of the opening performance.

[0419] For example, as the execution timing of the opening performance of the success pattern, 2 rounds are determined at a rate of 7%, 3 rounds are determined at a rate of 8%, 4 rounds are determined at a rate of 9%, 5 rounds are determined at a rate of 10%, 6 rounds are determined at a rate of 11%, 7 rounds are determined at a rate of 12%, 8 rounds are determined at a rate of 13%, 9 rounds are determined at a rate of 14%, and 10 rounds are determined at a rate of 16%.

[0420] For example, as the execution timing of the opening performance of the failure pattern, 2 rounds are determined at a rate of 16%, 3 rounds are determined at a rate of 14%, 4 rounds are determined at a rate of 13%, 5 rounds are determined at a rate of 12%, 6 rounds are determined at a rate of 11%, 7 rounds are determined at a rate of 10%, 8 rounds are determined at a rate of 9%, 9 rounds are determined at a rate of 8%, and 10 rounds are determined at a rate of 7%.

[0421] In this way, as the execution timing of the opening performance, it is configured that 1 round cannot be selected.

[0422] Also, when performing the execution timing determination lottery multiple times (when performing the opening performance multiple times), if the lottery result of the execution timing determination lottery is the same round as the already determined execution timing, the execution timing determination lottery is repeated until a round different from the already determined execution timing is determined. For example, after 8 rounds are determined as the execution timing of the opening performance of the success pattern, if the lottery result of the execution timing determination lottery for determining the execution timing of the opening performance of the failure pattern is 8 rounds, the execution timing determination lottery for determining the execution timing of the opening performance of the failure pattern is repeated until the lottery result becomes 2 to 7 rounds, 9 rounds, or 10 rounds. In this way, multiple opening performances are not performed in one round.

[0423] Also, when performing the execution timing determination lottery multiple times (when performing the unsealing effects multiple times), if the lottery result of the execution timing determination lottery is a round (consecutive rounds) adjacent to the already determined execution timing, the execution timing determination lottery is repeated until a round not adjacent to the already determined execution timing is determined. For example, after 8 rounds are determined as the execution timing of the unsealing effect of the success pattern, if the lottery result of the execution timing determination lottery for determining the execution timing of the unsealing effect of the failure pattern is the 7th round or the 9th round, the execution timing determination lottery for determining the execution timing of the unsealing effect of the failure pattern is repeated until the lottery result becomes the 2nd to 6th rounds or the 10th round. In this way, the unsealing effects are not performed in consecutive rounds.

[0424] Next, the effect control CPU 120 sets the execution of the unsealing effect according to the determination results in steps 057IWS9712B and S9712C (step 057IWS9712D). Specifically, the pattern (success / failure) and execution timing (2nd to 10th rounds) of the unsealing effect are set in association.

[0425] Next, the effect control CPU 120 conducts an unsealing mode determination lottery to determine the display mode of the round object corresponding to the round in which the unsealing effect is to be executed (hereinafter, the round in which the unsealing effect is executed may be referred to as the "unsealing round", and the round in which the unsealing effect is not executed may be referred to as the "normal round"). Specifically, using the unsealing mode determination lottery table shown in FIG. 9-27(D), a lottery process based on a random number is performed to determine which unsealing mode the round object corresponding to the unsealing round will take. When the unsealing effect is executed once, one lottery is conducted; when the unsealing effect is executed twice, two lotteries are conducted; and when the unsealing effect is executed three times, three lotteries are conducted.

[0426] FIG. 9-27(D) is an explanatory diagram showing an unsealing mode determination lottery table. In the unsealing mode determination lottery table shown in FIG. 9-27(D), determination values are assigned to the display modes (first unsealing mode, second unsealing mode) of the round object corresponding to the round in which the unsealing effect is executed for each execution pattern (success pattern, failure pattern) of the unsealing effect.

[0427] For example, as the display mode of the round object corresponding to the round in which the unsealing effect of the success pattern is executed, the first unsealing mode is determined at a rate of 40%, and the second unsealing mode is determined at a rate of 60% as the number of executions of the unsealing effect.

[0428] For example, as the display mode of the round object corresponding to the round in which the unsealing effect of the failure pattern is executed, the first unsealing mode is determined at a rate of 60%, and the second unsealing mode is determined at a rate of 40% as the number of executions of the unsealing effect.

[0429] In this way, the unsealing effect of the success pattern is executed at a higher rate in the round in which the round object of the second unsealing mode is displayed than in the round in which the round object of the first unsealing mode is displayed.

[0430] Note that, as described above, by repeating the lottery for determining which unsealing mode the round object corresponding to the unsealing round should be in using the unsealing mode determination lottery table shown in FIG. 9-27(D), the display mode of the round object corresponding to all unsealing rounds is determined. However, when the display mode of the round object corresponding to one unsealing round is set to the second unsealing mode, the display mode of the round object corresponding to the unsealing round after the one unsealing round is forcibly set to the second unsealing mode. That is, when the display mode of the round object corresponding to one unsealing round is set to the second unsealing mode, the first unsealing mode is not determined for the display mode of the round object corresponding to the unsealing round after the one unsealing round.

[0431] If, when displaying two round objects in the opening mode, the second round object is displayed in the first opening mode even though the first one is displayed in the second opening mode, it is conceivable that the player cannot be given a sense of anticipation for the second round object in the opening mode. Therefore, as described above, when the display mode of the round object corresponding to one opening round is set to the second opening mode, the display mode of the round object corresponding to the opening round after the one opening round is configured so that the first opening mode is not determined, thereby giving a sense of anticipation for the round object corresponding to the opening round after the one opening round.

[0432] Next, the effect control CPU 120 changes the display mode of the first round object corresponding to the opening round to the display mode (the first opening mode, the second opening mode) determined in step 057IWS9712E (step 057IWS9712F). After that, the effect control CPU 120 adds an effect display to the first round object corresponding to one round (step 057IWS9712G) and proceeds to step 057IWS9713.

[0433] If the jackpot symbol is not definitely displayed in the process of step 057IWS9703 (N in step 057IWS9704), and if the minor winning symbol is definitely displayed in the process of step 057IWS9703 (Y in step 057IWS9714), the effect control CPU 120 sets the stop symbol display flag 2 (step 057IWS9715).

[0434] Next, the effect control CPU 120 checks whether or not a minor winning start designation command has been received (step 057IWS9716). If the minor winning start designation command has been received, the effect control CPU 120 resets the stop symbol display flag 2 (step 057IWS9717).

[0435] Next, the performance control CPU 120 selects a process table corresponding to the small win performance (step 057IWS9722). Next, the performance control CPU 120 starts the process timer by setting the process timer setting value in the process timer (step 057IWS9723), and controls the performance devices (image display device 5, various lamps, speakers 8L, 8R, movable body 32) according to the content of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, accessory operation data 1) (step 057IWS9724).

[0436] Then, the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the small win performance process (step S174) (step 057IWS9725).

[0437] If the big win symbol or small win symbol is not displayed in the process of step 057IWS9703 (that is, when the losing symbol is displayed) (N in step 057IWS9704 and N in step 057IWS9714), the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the variable display start waiting process (step S170) (step 057IWS9726).

[0438] Figures 9-28 to 9-30 are flowcharts showing the big win performance process (step S176) in the performance control process. In the big win performance process, the performance control CPU 120 first checks whether the big winning opening display flag indicating that the big winning opening display command (a command indicating that the opening of the big winning opening (starting the round) has started) is set (that is, whether the big winning opening display command has been received) (step 057IWS1901). When the big winning opening display flag is not set (N in step 06IWS1901), the performance control CPU 120 checks whether the big winning opening after flag indicating that the big winning opening after command (a command indicating that the opening of the big winning opening has ended (ending the round)) has been received is set (step 057IWS1902).

[0439] When the big winning opening flag is not set after the big winning opening (N in step 057IWS1902), the effect control CPU 120 checks whether a big winning end designated command reception flag indicating that the big win has ended is set (step 057IWS1903).

[0440] When the big winning end designated command reception flag is not set (N in step 057IWS1903), the effect control CPU 120 decrements the value of the process timer by 1 (step 057IWS1911) and controls the effect devices (image display device 5, various lamps, speakers 8L, 8R, movable body 32) according to the content of the process data n (step 057IWS1912).

[0441] Next, when the big winning opening winning command reception flag is set, the effect control CPU 120 updates the value of the number of winnings displayed (steps 057IWS1912A, S1912B). Specifically, the value obtained by adding a predetermined number (the number of prize balls paid out based on one game ball winning the special variable winning ball device 17. For example, 10) to the value of the number of winnings displayed before the update is set as the new value of the number of winnings displayed.

[0442] Next, the effect control CPU 120 determines whether an effective period flag indicating that it is an effective period for detecting an operation on the push button 31B is set (step 057IWS1950). If it is set, the process proceeds to step 057IWS1953. If it is not set, it is determined whether it is the execution timing of the unsealing effect (step 057IWS1951), and if it is not the execution timing, the process proceeds to step 057IWS1913. In step 057IWS1951, it is possible to determine whether it is the execution timing of the unsealing effect by determining whether it is a predetermined timing (for example, 3 seconds after the start of the round) in the round in which the execution of the unsealing effect is set.

[0443] Although illustration is omitted, when setting the expiration flag, the production control CPU 120 performs character display to prompt an operation on the push button 31B.

[0444] If it is the execution timing of the unsealing effect, the production control CPU 120 sets the expiration flag (step 057IWS1952) and determines whether an operation on the push button 31B has been detected (step 057IWS1953). If an operation on the push button 31B has been detected, the process proceeds to step 057IWS1955. If not, it is determined whether it is the end timing of the expiration period (step 057IWS1954), and if it is not the end timing of the expiration period, the process proceeds to step 057IWS1913.

[0445] If it is the end timing of the expiration period, the production control CPU 120 displays the unsealing effect result image (unsealing result image) (step 057IWS1955). Specifically, in the case of a successful pattern unsealing effect, an unsealed box image and character display indicating success are displayed as the unsealing result image, and in the case of a failed pattern unsealing effect, an unopened box image and character display indicating failure are displayed as the unsealing result image.

[0446] Next, the production control CPU 120 resets the expiration flag (step 057IWS1956) and changes the first round object corresponding to the ongoing round from the unsealing mode to the normal mode (step 057IWS1957).

[0447] Thereafter, if the execution pattern of the executed unsealing effect is a successful pattern, the production control CPU 120 displays the second round object in the standby mode (steps 057IWS1958, S1959). Thus, the configuration is such that the second round object is displayed on the condition that the unsealing effect of the successful pattern is performed.

[0448] After that, the production control CPU 120 changes all undigested first-round objects to the normal mode and resets the set unsealing production to non-execution (steps 057IWS1960, S1961). By performing the processes of steps 057IWS1960 and S1961, for example, when the first-round objects in three unsealing modes are displayed and a successful-pattern unsealing production is performed in the round corresponding to the first-round object in the second unsealing mode, the first-round object in the third unsealing mode can be changed to the normal mode, and the unsealing production can be prevented from being executed in the round corresponding to the first-round object in the third unsealing mode. Note that, in rounds after the round in which the execution of the successful-pattern unsealing production is determined, the configuration may be such that the execution of the unsealing production is not set.

[0449] Next, the production control CPU 120 checks whether the process timer has timed out (step 057IWS1913). If the process timer has timed out, the process data is switched (step 057IWS1914). That is, the process data is switched to the next set process data in the process table (display control execution data, lamp control execution data, sound number data, and accessory operation data). Then, the process timer set value in the next process data is set in the process timer to start the process timer (step 057IWS1915).

[0450] When the big winning opening flag is set (Y in step 057IWS1901), the first-round object corresponding to the completed round (the round immediately before the started round) is changed to the digested mode (step 057IWS1901A), and an effect display is added to the first-round object corresponding to the started round (step 057IWS1901B). At this time, the effect display added to the completed round (the round immediately before the started round) is erased. In this way, the effect display comes to be added to the round object corresponding to the ongoing round.

[0451] Note that in this feature unit 057IW, the processes in steps 057IWS1901A and S1901B are to be executed at the start of a new round. However, it is not limited to this as long as it is executed at a timing based on the end of the round. For example, it may be executed at the end of the round (e.g., when it is Y in step 057IWS1902), or it may be executed at a timing during the period from the end of the round until a new round starts.

[0452] Thereafter, the effect control CPU 120 resets the big winning opening open flag (step 057IWS1916) and selects a process table according to the in-round effect (step 057IWS1921).

[0453] Then, the effect control CPU 120 starts the process timer (step 057IWS1922) and controls the effect devices (image display device 5, speakers 8L and 8R, LEDs such as game effect lamps 9, movable body 32, etc.) according to the content of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, accessory operation data 1) (step 057IWS1923).

[0454] Also, when the big winning opening open-after flag is set in step 057IWS1902 (Y in step 057IWS1902), the effect control CPU 120 resets the big winning opening open-after flag (step 057IWS1930) and selects a process table according to the interval effect corresponding to the big win type (step 057IWS1931).

[0455] Then, the effect control CPU 120 starts the process timer (step 057IWS1932) and controls the effect devices (image display device 5, various lamps, speakers 8L and 8R, movable body 32) according to the content of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1, access...

Claims

[Claim 1] A gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player, A specific area through which the game medium can pass; an advantageous state control means capable of controlling the game medium to the advantageous state based on the game medium passing through the specific area after a predetermined condition is established; A performance execution means capable of executing a plurality of types of performances; The performance execution means includes: During a specific period after the predetermined condition is satisfied and before the game medium passes through the specific area, a notification effect can be executed that allows a performance related to the satisfaction of the predetermined condition to be identified from among the performances executed before the predetermined condition is satisfied; When the predetermined condition is satisfied, a preview performance can be executed with a preview target being a variable display for which the predetermined condition is satisfied in a variable display prior to the variable display for which the predetermined condition is satisfied; Among the effects related to the establishment of the predetermined condition, a notification effect that allows the effect to be specified in the variable display in which the predetermined condition is established can be executed, while not executing a notification effect that allows the advance notice effect to be specified; Among the effects executed in the variable display where the predetermined condition is satisfied, a notification effect can be executed that allows specification of a first effect in which the expectation level controlled to the advantageous state is higher than a specific expectation level, while a notification effect can be executed that allows specification of a second effect in which the expectation level controlled to the advantageous state is lower than the specific expectation level. A gaming machine characterized by:

Citation Information

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