Pachinko machine

The gaming machine addresses the lack of player motivation by using a determination information system to dynamically transition between gaming states based on lottery results, thereby enhancing game interest and player engagement.

JP7687488B2Active Publication Date: 2025-06-03SANYO BUSSAN KK
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Patent Information

Application Number
JP2024075039
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-07
Publication Date
2025-06-03
Estimated Expiration
2038-10-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player motivation and game interest, particularly in transitioning between different gaming states and lottery results.

Method used

The gaming machine incorporates a determination information acquisition and determination means to transition between gaming states based on predetermined lottery results, utilizing a counting mechanism to update results and adjust gaming state transitions accordingly.

Benefits of technology

This solution allows for improved game interest by dynamically transitioning between gaming states, providing players with more advantageous states and enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A Pachinko machine 10 having a so-called limiting function for always setting a jackpot probability of a special pattern to a low-probability state each time when a predetermined number of jackpots occur is configured such that a "setting suggestive performance" is easily won as the number of winning times of a jackpot type disadvantageous to a player approaches the number of limit times. Also, the Pachinko machine 10 is configured so as to more concretely and easily suggest a winning probability of a lottery for executing a "setting suggestive performance" and contents of a probability setting value of the Pachinko machine 10 in the "setting suggestive performance" by winning a jackpot again in a situation in which a hold-back jackpot is won during a hold-back period.SELECTED DRAWING: Figure 8
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine.

Background Art

[0002] Conventionally, a lottery such as a win is conducted based on the establishment of predetermined start conditions. For example, there is a gaming machine that pays out a predetermined gaming medium to a player according to the establishment of predetermined acquisition conditions when winning a win.

[0003] In this gaming machine, at least a predetermined first gaming state (for example, a low probability state of special symbols) and a second gaming state (for example, a high probability state of special symbols) that is more advantageous to the player than the first gaming state can be generated. Until a predetermined number of wins occur, the gaming state after the end of the winning game is configured to be transitionable to the second gaming state, while when the number of wins reaches the predetermined number, the gaming state after the end of the winning game is transitioned to the first gaming state. Some have a function (so-called limiter function) (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Regarding such a gaming machine, it is necessary to improve the interest of the game and enhance the player's gaming motivation, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the interest of the game.

Means for Solving the Problems

[0007] In order to achieve this object, the gaming machine according to claim 1 is capable of generating a predetermined first gaming state and a second gaming state that is more advantageous to the player than the first gaming state, and includes a determination information acquisition means for acquiring determination information based on the establishment of a predetermined condition, a determination means for determining the determination information acquired by the determination information acquisition means, and a special game generation means for generating a special gaming state capable of imparting a predetermined gaming value to the player based on a predetermined lottery result being derived by the determination means. The gaming machine is provided with a first transition means for transitioning the gaming state after the special gaming state to the first gaming state when a predetermined first lottery result is derived as the predetermined lottery result, a second transition means for transitioning the gaming state after the special gaming state to the second gaming state when a predetermined second lottery result different from the first lottery result is derived as the predetermined lottery result, a counting means for counting the number of times the predetermined lottery result is derived, a counting update means for updating the counting result of the counting means when the number of times the predetermined lottery result is derived by the counting means reaches a predetermined number, and a gaming machine information suggesting means for suggesting gaming machine information related to the gaming machine. The determination means includes a normal-time determination means capable of deriving the first lottery result or the second lottery result as the predetermined lottery result when the number of times the predetermined lottery result is derived by the counting means is less than the predetermined number, and a reach-time determination means capable of deriving a lottery result other than the second lottery result as the predetermined lottery result when the number of times the predetermined lottery result is derived by the counting means reaches the predetermined number. The gaming machine information suggesting means includes a derivation facilitation means for making it easier to derive the gaming machine information during the first gaming state than before during the first gaming state when the predetermined lottery result is derived during the first gaming state that has been transitioned due to a lottery result other than the second lottery result being derived by the reach-time determination means.

Effect of the Invention

[0008] According to the gaming machine described in claim 1, it is possible to generate a predetermined first gaming state and a second gaming state that is more advantageous for the player than the first gaming state. It includes a determination information acquisition means for acquiring determination information based on the establishment of a predetermined condition, a determination means for determining the determination information acquired by the determination information acquisition means, and a special game generation means for generating a special gaming state in which a predetermined gaming value can be given to the player based on a predetermined lottery result being derived by the determination means. The gaming machine is provided with a first transition means for transitioning the gaming state after the special gaming state to the first gaming state when a predetermined first lottery result is derived as the predetermined lottery result, a second transition means for transitioning the gaming state after the special gaming state to the second gaming state when a predetermined second lottery result different from the first lottery result is derived as the predetermined lottery result, a counting means for counting the number of times the predetermined lottery result is derived, a counting update means for updating the counting result of the counting means when the number of times the predetermined lottery result is derived by the counting means reaches a predetermined number, and a gaming machine information suggesting means for suggesting gaming machine information regarding the gaming machine. The determination means includes a normal-time determination means that can derive the first lottery result or the second lottery result as the predetermined lottery result when the number of times the predetermined lottery result is derived by the counting means is less than the predetermined number, and a reaching-time determination means that can derive a lottery result other than the second lottery result as the predetermined lottery result when the number of times the predetermined lottery result is derived by the counting means reaches the predetermined number. The gaming machine information suggesting means includes a derivation facilitation means for making it easier to derive the gaming machine information than before during the first gaming state that has been transitioned due to a lottery result other than the second lottery result being derived by the reaching-time determination means when the predetermined lottery result is derived during the first gaming state. As a result, there is an effect that the interest of the game can be improved.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] <First Embodiment> Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to FIGS. 1 to 42, a first embodiment when the present invention is applied to a pachinko machine (hereinafter simply referred to as a "pachinko machine") 10 will be described. FIG. 1 is a front view of the pachinko machine 10 in the present embodiment, FIG. 2 is a rear view of the pachinko machine 10, and FIG. 3 is a front view of the game board 13 of the pachinko machine 10.

[0011] As shown in FIG. 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame combined in a substantially rectangular shape, and an inner frame 12 formed in substantially the same outer shape as the outer frame 11 and supported so as to be openable and closable with respect to the outer frame 11. On the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side in the front view (see FIG. 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable to the front side with the side provided with the hinge 18 as the axis of opening and closing.

[0012] Inside the inner frame 12, a pachinko game board 13 (see FIG. 3) having a number of pins and winning holes 63, 64a, 64b, 65a, etc. is detachably mounted from the back side. A ball pachinko game is played by balls flowing down the front surface of this game board 13. In addition, in the inner frame 12, a ball launching unit 112a (see FIG. 5) for launching balls into the front area of the game board 13 and a launching rail (not shown) for guiding the balls launched from the ball launching unit 112a to the front area of the game board 13 are attached.

[0013] On the front side of the inner frame 12, a front frame 14 covering the upper part of the front surface and a lower tray unit 15 covering the lower part thereof are provided. In order to support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached at two upper and lower positions on the left side in the front view (see FIG. 1), and the front frame 14 and the lower tray unit 15 are supported so as to be openable and closable toward the front side with the side where the hinge 19 is provided as the axis of opening and closing. In addition, the locking of the inner frame 12 and the locking of the front frame 14 are each released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation. The pachinko machine 10 is provided with a door opening switch (not shown) for detecting that either the inner frame 12 or the front frame 14 has been unlocked and opened (the door has been opened).

[0014] The front frame 14 is assembled with decorative resin parts, electrical parts, etc., and a window portion 14c having an opening formed in a substantially elliptical shape is provided at a substantially central portion thereof. A glass unit 16 having two plate glasses is disposed on the back side of the front frame 14, and the front surface of the game board 13 is visible from the front side of the pachinko machine 10 through the glass unit 16.

[0015] The front frame 14 is formed in a substantially box shape with an upper tray 17 for storing balls projecting forward and having an open upper surface, and prize balls, lent balls, etc. are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope on the right side in the front view (see FIG. 1), and the balls put into the upper tray 17 are guided to the ball launching unit 112a by this slope. In addition, a frame button 22 is provided on the left side in the front view of the upper surface of the upper tray 17.

[0016] The frame button 22 is a button that is pressed by the player, for example, when changing the stage of the effect displayed by a third symbol display device 81 (see FIG. 3) described later. Further, the frame button 22 is also used as an operation button for allowing the player to select the content of the effect in a so-called super reach, which is a mode of the variable effect.

[0017] The variable effect is an effect displayed by the third symbol display device 81. As described later, it is executed when a ball launched into the front area of the game board 13 enters a specific winning opening (the first start opening 64a or the second start opening 64b described later; see FIG. 3), that is, a start winning occurs. After the symbols (the third symbols described later) are variably displayed for a predetermined time and then stopped and displayed, the result of the lottery (whether it is a big win or not) for the start winning is presented to the player according to the combination of the stopped symbols.

[0018] The stage is an effect mode that gives unity to various effects displayed by the third symbol display device 81. In this pachinko machine 10, three stages, namely, the "street stage", the "empty stage", and the "island stage", are provided. Various effects such as the above-described variable effect and the reach effect executed during the variable effect are designed to be performed in accordance with the themes given to each stage.

[0019] The stage is changed when the frame button 22 is pressed by the player during a period when the variable effect is not being performed or during a high-speed variation in which the third symbol is variably displayed at a high speed and is not visible to the player. Each time the frame button 22 is operated, it is repeatedly changed in the order of "street stage" → "empty stage" → "island stage" → "street stage" → ···. Immediately after the power is turned on, the "street stage" is set as the initial stage.

[0020] Also, when the production element of "Normal Reach" described later is started in the variable production performed by the third symbol display device 81, when developing from the production element of "Normal Reach" to the production element of "Super Reach" also described later, a selection screen for the production element of "Super Reach" is configured to be displayed on the third symbol display device 81 during the production element of "Normal Reach".

[0021] On the selection screen, a plurality of production element candidates that can be selected as the production element of "Super Reach" are displayed, and one of the production element candidates is selected. When the frame button 22 is pressed by the player while the selection screen is being displayed, the selected production element candidate is changed. Then, based on the production element candidate selected when developing into the production element of "Super Reach" (that is, at the end of the selection screen), the content of the production element of "Super Reach" is determined, and the production element of "Super Reach" is executed on the third symbol display device 81 according to the content.

[0022] In this embodiment, it is configured as a button to be pressed by the frame button 22. However, instead of the frame button 22, it may be configured by an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, right, and left) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the production stage may be selected and changed, or the production element of "Super Reach" may be selected.

[0023] On the front frame 14, light-emitting means such as various lamps are provided around its periphery (for example, corner portions). These light-emitting means are controlled to change their light-emitting modes by lighting or flashing in response to changes in the gaming state during a big win or a predetermined reach, etc., and play a role in enhancing the production effect during the game. Around the periphery of the window portion 14c, decorative parts 29 to 33 incorporating light-emitting means such as LEDs are provided. In the pachinko machine 10, these decorative parts 29 to 33 function as production lamps such as big win lamps, and during a big win or a reach production, etc., each of the decorative parts 29 to 33 lights up or flashes by lighting or flashing of the built-in LEDs, and it is notified that it is during a big win or it is during a reach just before a big win. Also, on the upper left part of the front frame 14 when viewed from the front, a display lamp 34 incorporating light-emitting means such as LEDs is provided, which can display during the payout of prize balls and when an error occurs.

[0024] Below the lower side of the right decorative part 32, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be viewed, and a certificate or the like attached to the sticking space K1 (see FIG. 3) in front of the game board 13 is made visible from the front of the pachinko machine 10. Also, in the pachinko machine 10, in order to create a more magnificent atmosphere, a plating member 36 made of ABS resin plated around the decorative parts 29 to 33 is attached.

[0025] Below the window portion 14c, a ball lending operation unit 40 is disposed. The ball lending operation unit 40 is provided with a frequency display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with a bill, a card, etc. inserted into a card unit (ball lending unit) (not shown) disposed on the side of the pachinko machine 10, balls are lent according to the operation. Specifically, the frequency display unit 41 is an area where balance information of a card or the like is displayed, and the built-in LED lights up and the balance is displayed numerically as balance information. The ball lending button 42 is operated to obtain lent balls based on information recorded on a card or the like (recording medium), and lent balls are supplied to the upper tray 17 as long as there is a balance on the card or the like. The return button 43 is operated when requesting the return of a card or the like inserted into the card unit.

[0026] In addition, in a pachinko machine, so-called a cash machine, in which balls are directly lent from a ball lending device or the like to the upper tray 17 without passing through a card unit, the ball lending operation unit 40 becomes unnecessary. In this case, a decorative sticker or the like may be added to the installation portion of the ball lending operation unit 40, and the component configuration may be made common. It is possible to make the pachinko machine using a card unit and the cash machine common.

[0027] In the lower tray unit 15 located below the upper tray 17, a lower tray 50 for storing balls that could not be completely stored in the upper tray 17 is formed in a substantially box shape with an open upper surface at its central portion. On the right side of the lower tray 50, an operation handle 51 operated by a player for driving the balls into the front surface of the game board 13 is disposed. Inside such an operation handle 51, there are a touch sensor 51a for permitting the drive of the ball launch unit 112a, a push-button type stop switch 51b for stopping the launch of the balls during the period of the pressing operation, and a variable resistor (not shown) for detecting the amount of rotational operation of the operation handle 51 based on the change in the electric resistance.

[0028] When the operation handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the operation amount, and the balls are launched with a strength corresponding to the resistance value of the variable resistor that changes according to the amount of rotational operation of the operation handle 51. Thus, the balls are driven into the front surface of the game board 13 with a jump amount corresponding to the player's operation. The launch interval of the balls in the ball launch unit 112a is set to about 0.6 seconds. Also, when the operation handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.

[0029] At the lower front part of the lower tray 50, a ball removal lever 52 is provided for operating when discharging the balls stored in the lower tray 50 downward. This ball removal lever 52 is constantly biased to the right direction. By sliding it to the left against this biasing force, the bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls naturally fall and are discharged from the bottom opening. The operation of this ball removal lever 52 is usually performed with a box (generally called a "senryo box") placed below the lower tray 50 to receive the balls discharged from the lower tray 50. On the right side of the lower tray 50, the operation handle 51 is disposed as described above, and an ashtray 53 is attached to the left side of the lower tray 50.

[0030] Next, as shown in FIG. 2, on the back side of the pachinko machine 10, a control board unit 90, 91 and a back pack unit 94 are mainly provided. The control board unit 90 is unitized with a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114) mounted thereon. The control board unit 91 is unitized with a payout control board (payout control device 111), a firing control board (firing control device 112), a power supply board (power supply device 115), and a card unit connection board 116 mounted thereon.

[0031] The back pack unit 94 is unitized with a back pack 92 forming a protective cover portion and a payout unit 93. Also, on each control board, an MPU as a one-chip microcomputer in charge of each control, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generation circuit used when performing time counting or synchronization, etc. are mounted as necessary.

[0032] Note that the main control device 110, the voice lamp control device 113, the display control device 114, the payout control device 111, the emission control device 112, the power supply device 115, and the card unit connection board 116 are respectively housed in the substrate boxes 100 to 104. The substrate boxes 100 to 104 include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house each control device and each substrate.

[0033] In addition, the substrate box 100 (main control device 110) and the substrate box 102 (payout control device 111 and emission control device 112) are connected in a non-openable manner (connected by a caulking structure) by a sealing unit (not shown) between the box base and the box cover. Further, a sealing tape (not shown) is attached across the connection portion between the box base and the box cover. This sealing tape is made of a brittle material, and if an attempt is made to peel off the sealing tape to open the substrate boxes 100 and 102, or if an attempt is made to forcibly open the substrate boxes 100 and 102, it will be cut between the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing tape, it is possible to know whether the substrate boxes 100 and 102 have been opened.

[0034] The payout unit 93 includes a tank 130 that is located at the uppermost part of the back pack unit 94 and opens upward, a tank rail 131 that is connected below the tank 130 and gently slopes downward, a case rail 132 that is vertically connected to the downstream side of the tank rail 131, and a payout device 133 that is provided at the lowermost downstream part of the case rail 132 and pays out balls by a predetermined electrical configuration of a payout motor 216 (see FIG. 5). The tank 130 is sequentially replenished with balls supplied from the island facilities in the game hall, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for adding vibration to the tank rail 131 is attached to the tank rail 131.

[0035] In addition, the payout control device 111 is provided with a state return switch 120, and the emission control device 112 is provided with an operation knob 121 of a variable resistor. The state return switch 120 is operated, for example, to eliminate ball jams (return to the normal state) when a payout error occurs, such as ball jams in the payout motor 216 (see FIG. 5). The operation knob 121 is operated to adjust the emission force of the emission solenoid.

[0036] On the main board constituting the main control device 110, there are provided a setting key 501 used when a hall-related person or the like changes the set probability setting value or checks the set probability setting value, a setting change switch 502 used to update the probability setting value by being operated during setting change, a RAM erase switch 503 used when the pachinko machine 10 (main control device 110) is to be initialized or when the probability setting value is to be determined (decided) during setting change, and a probability display device 504 capable of displaying the probability setting value.

[0037] The setting key 501, the setting change switch 502, and the RAM erase switch 503 protrude from the main board through holes provided in the board box 100 and are operable by hall-related persons or the like without opening the board box 100. On the other hand, the probability display device 504 is provided on the main board covered by the board box 100.

[0038] The setting key 501 is configured to be rotatable between two positions, an off side indicated by "OFF" and an on side indicated by "ON", by inserting a dedicated key managed by a hall-related person or the like into the keyhole provided in the setting key 501. The setting key 501 is in the off state when located on the off side and in the on state when located on the on side, and once rotated to each state, each state is maintained unless rotated again by an administrator or the like.

[0039] The setting change switch 502 is a switch for updating the probability setting value by being operated when changing the probability setting value (that is, in the "setting change mode" described later). The setting change switch 502 outputs a normal off signal and outputs an on signal when pressed.

[0040] The RAM erase switch 503 is a switch for erasing (initializing) the backup data stored in the pachinko machine 10 by being operated when the pachinko machine 10 is powered on. Also, this RAM erase switch 503 is used when ending the update of the probability setting value (that is, ending the "setting change mode") when changing the probability setting value (that is, in the "setting change mode" described later).

[0041] In the first embodiment, when the RAM erase switch 503 is pressed when the pachinko machine 10 is powered on (that is, when the power switch is turned on), a RAM erase signal for clearing the backup data to the main control device 110 is output on the condition that the setting key 501 is in the off state. When the main control device 110 inputs the RAM erase signal when the pachinko machine 10 is powered on, it clears the backup data and also transmits a payout initialization command for clearing the backup data to the payout control device 111 to the payout control device 111.

[0042] Also, in the state where the probability setting value can be updated (that is, in the "setting change mode" described later), when the RAM erase switch 503 is pressed, the MPU 201 recognizes that the update of the probability setting value is ended, ends the state where the probability setting value can be updated, and shifts to the normal game state.

[0043] The probability display device 504 is configured to display the probability setting value when the probability setting value is confirmed (i.e., the "setting confirmation mode" described later) or when the probability setting value is changed (i.e., the "setting change mode" described later). This probability display device 504 is turned off in the normal state (for example, the playable state or when the power is off), and the probability setting value is not displayed. On the other hand, in the state where the probability setting value should be displayed (i.e., the "setting change mode" or "setting confirmation mode" described later), the current probability setting value is lit and displayed.

[0044] Here, the startup mode at the time of power-on of the pachinko machine 10 according to the first embodiment will be described. In the pachinko machine 10 of the first embodiment, when the power of the pachinko machine 10 is turned on, the startup mode of the pachinko machine 10 is determined according to the states of the RAM erase switch 503 and the setting key 501.

[0045] Four modes are prepared for the startup mode of the pachinko machine 10: "RAM clear mode", "setting change mode", "setting confirmation mode", and "normal mode".

[0046] The "RAM clear mode" is a mode for erasing (clearing) the data stored in the RAM 203 in order to return the pachinko machine 10 to the initial state.

[0047] The "setting change mode" is a mode for changing the set probability setting value. When the pachinko machine 10 starts up in this "setting change mode", the current probability setting value is displayed on the probability display device 504, and the probability setting value is updated every time the setting change switch 502 is operated.

[0048] In the pachinko machine 10 of the first embodiment, when the setting change switch 502 is pressed during this "setting change mode", the probability setting value in the pachinko machine 10 is updated, and the display of the probability display device 504 is also changed along with the update of the probability setting value.

[0049] The "Setting Confirmation Mode" is a mode for confirming the set probability setting value. When the pachinko machine 10 starts up in this "Setting Confirmation Mode", the current probability setting value is displayed on the probability display device 504.

[0050] The "Normal Mode" is a startup mode other than these "RAM Clear Mode", "Setting Change Mode", and "Setting Confirmation Mode". When the power-off occurrence information is not stored in the RAM 203, or when the data stored in the RAM 203 is damaged, it is a mode for executing various startup processes while retaining the data stored in the RAM 203 and resuming the game of the pachinko machine 10 from the state before the power-off.

[0051] In the first embodiment, when the power of the pachinko machine 10 is turned on with the RAM erase switch 503 off (i.e., in the off state) and the setting key 501 also in the off state, the pachinko machine 10 starts up in the "Normal Mode". Also, when the power of the pachinko machine 10 is turned on with the RAM erase switch 503 on while the setting key 501 is in the off state, the pachinko machine 10 starts up in the "RAM Clear Mode".

[0052] On the other hand, when the power of the pachinko machine 10 is turned on with the RAM erase switch 503 on while the setting key 501 is in the on state, the pachinko machine 10 starts up in the "Setting Change Mode". Also, when the power of the pachinko machine 10 is turned on with the RAM erase switch 503 off while the setting key 501 is in the on state, the pachinko machine 10 starts up in the "Setting Confirmation Mode".

[0053] Note that when the data is erased in the "RAM Clear Mode", when the update of the probability setting value is completed and the setting key 501 becomes off in the "Setting Change Mode", or when the setting key 501 becomes off in the "Setting Confirmation Mode", each mode is terminated and the transition to the "Normal Mode" is made, and the game of the pachinko machine 10 becomes in a state where it can be started.

[0054] Thus, when turning on the power of the pachinko machine 10, if the setting key 501 is in the off state, the hall staff or the like can select, according to whether the RAM erase switch 503 is turned on or not, as the startup mode of the pachinko machine 10, either the "RAM clear mode", which is a startup mode not related to the probability setting value, or the "normal mode".

[0055] On the other hand, when turning on the power of the pachinko machine 10, if the setting key 501 is in the on state, the hall staff or the like can select, according to whether the RAM erase switch 503 is turned on or not, as the startup mode of the pachinko machine 10, either the "setting change mode", which is related to the probability setting value, or the "setting confirmation mode".

[0056] That is, according to whether the setting key 501 is in the off state or the on state, it is possible to select a startup mode not related to the probability setting value and a startup mode related to the probability setting value. And when the startup mode is the one not related to the probability setting value, according to whether the RAM erase switch 503 is turned on or not, it is possible to select whether the startup mode is the "RAM clear mode" or the "normal mode". On the other hand, when the startup mode is the one related to the probability setting value, according to whether the RAM erase switch 503 is turned on or not, it is possible to select whether the startup mode is the "setting change mode" or the "setting confirmation mode".

[0057] Here, when the probability setting value is changed, the jackpot probability in the game is changed. Therefore, if the game is continued while inheriting the game state before the power-off, for example, there may be a discrepancy between the jackpot probability in the suspended variation effect and the jackpot probability of the variation effect to be obtained hereafter, or the jackpots counted as the limit number of times described later may be accumulated with different jackpot probabilities, etc., and there is a possibility that the pachinko machine 10 cannot exhibit its predetermined game performance. For this reason, when the pachinko machine 10 changes the probability setting value in the "setting change mode", the data stored in the RAM 203 is erased (cleared). On the other hand, since the "setting confirmation mode" is a startup mode for only confirming the probability setting value, the data stored in the RAM 203 is retained (not cleared) so that the game can be continued while inheriting the game state before the power-off.

[0058] Therefore, in the first embodiment, when starting up the pachinko machine 10 in the "setting change mode" in which the data of the RAM 203 is cleared, the power of the pachinko machine 10 is turned on with the setting key 501 in the on state and the RAM erase switch 503 in the on state. When starting up the pachinko machine 10 in the "setting confirmation mode" in which the data of the RAM 203 is not cleared, the power of the pachinko machine 10 is turned on with the setting key 501 in the on state and the RAM erase switch 503 off.

[0059] In this way, when starting up the pachinko machine 10 in the "setting change mode" or "setting confirmation mode" related to the probability setting value, the setting key 501 is turned on before turning on the power of the pachinko machine 10. Then, when starting up the pachinko machine 10 in the "RAM clear mode" or "setting change mode" for clearing the data stored in the RAM 203, the power of the pachinko machine 10 is turned on while pressing (while turning on) the RAM erase switch 503. That is, if the hall staff, etc. understand the meaning of each startup mode, they can easily understand what operations are required as operations on the pachinko machine 10 necessary for the startup mode to be started up hereafter.

[0060] In addition, in order to start up the pachinko machine 10 in the "setting change mode" or "setting confirmation mode", a dedicated key that can be inserted into the setting key 501 is required, and that key will be managed by the hall. Therefore, it is possible to prevent players from arbitrarily checking the probability setting value and searching for a pachinko machine 10 with a high jackpot probability, or from arbitrarily changing the probability setting value to a high probability (high setting). Also, since the RAM erase switch 503 is provided at a position that is not easily accessible to ordinary players, in this regard as well, it is possible to prevent players from arbitrarily changing the probability setting value to a high probability.

[0061] Furthermore, even when starting up in the "setting change mode", the number of switches or the like to be operated simultaneously is two, and it is fully operable with both hands, so the operability is good. From the above, hall personnel and the like can easily and simply select the startup mode of the pachinko machine 10 by properly using the on / off states of the RAM erase switch 503 and the setting key 501.

[0062] Note that when starting up in the "setting change mode" or "setting confirmation mode", it may be conditional that when the power of the pachinko machine 10 is turned on, a door open switch (not shown) that detects whether the inner frame 12 is open is on, that is, the inner frame 12 is open.

[0063] This is because, in order to change or check the probability setting value, it is necessary for the hall staff or the like to visually recognize the probability setting value displayed on the probability display device 504 on the back side of the pachinko machine 10, so the inner frame 12 needs to be opened. Therefore, when the power of the pachinko machine 10 is turned on with the inner frame 12 not opened despite the setting key 501 being in the on state, it does not start up in the "setting change mode" or "setting confirmation mode", and similar to the case where the setting key 501 is in the off state, if the RAM erase switch 503 is off, the pachinko machine 10 is started up in the "normal mode", and if the RAM erase switch 503 is on, the pachinko machine 10 is started up in the "RAM clear mode". Thereby, it is possible to suppress the situation where the power of the pachinko machine 10 is turned on while the inner frame 12 remains closed with the setting key 501 in the on state, and the pachinko machine 10 starts up in the "setting change mode" or "setting confirmation mode" without a game being started. Also, in order to open the inner frame 12, a dedicated key managed by the hall side is required. Thus, it is possible to suppress players from arbitrarily opening the inner frame 12, checking the probability setting value, searching for a pachinko machine 10 with a high jackpot probability, or arbitrarily changing the probability setting value to a high probability.

[0064] Next, as shown in FIG. 3, the game board 13 is configured by assembling a wooden base plate 60 cut into a substantially square shape in front view, a number of pins, windmills, and rails 61, 62 for guiding balls, a general winning opening 63, a first starting opening 64a, a second starting opening 64b, a normal electric winning 64c, a variable winning device 65, a through gate 67, a variable display device unit 80, and the like.

[0065] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is erected. At a position inside the outer rail 62, an arc-shaped inner rail 61 formed of a strip-shaped metal plate similar to the outer rail 62 is erected. The front outer periphery of the game board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and rear are surrounded by the game board 13 and the glass unit 16 (see FIG. 1), so that a game area where the game is played by the behavior of the balls is formed on the front surface of the game board 13. The game area is a substantially circular area (an area where a winning opening or the like is arranged and the launched balls flow down) formed by partitioning on the front surface of the game board 13 by the two rails 61, 62 and the arc member 70.

[0066] The two rails 61, 62 are provided to guide the balls launched from the ball launching unit 112a (see FIG. 5) to the upper part of the game board 13. A return ball preventing member 68 is attached to the tip portion of the inner rail 61 (the upper left portion in FIG. 2), preventing a situation where the balls once guided to the upper part of the game board 13 return into the ball guiding passage again. A return rubber 69 is attached to the tip portion of the outer rail 62 (the upper right portion in FIG. 2) at a position corresponding to the maximum flying portion of the balls. The balls launched with a momentum more than a predetermined value hit the return rubber 69 and are bounced back toward the central portion while the momentum is attenuated. Also, between the lower right tip portion of the inner rail 61 and the upper right tip portion of the outer rail 62, a resin arc member 70 formed by providing an arc connecting the rails on the inner surface side is driven into and fixed to the base plate 60.

[0067] The general winning opening 63, the first starting opening 64a, the second starting opening 64b, the normal electric role 64c, the variable winning device 65, the through gate 67, and the variable display device unit 80 are arranged in through holes formed in the base plate 60 by routing and fixed from the front surface side of the game board 13 with wood screws or the like. Also, the central portion of the front surface of the game board 13 can be visually recognized from the front surface side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14.

[0068] In the game area of the game board 13, a plurality of general winning openings 63 are arranged where 10 balls are paid out as prize balls when the balls win.

[0069] Also, a variable display device unit 80 is disposed in the central portion of the game area. The variable display device unit 80 includes a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable effect display of the third symbol while synchronizing with the dynamic display of the first special symbol or the second special symbol on the special symbol display device 37 triggered by the entry of a ball into the first start port 64a (start winning) or the entry of a ball into the second start port 64b (start winning), and an ordinary symbol display device 83 composed of LEDs that variably displays an ordinary symbol (hereinafter, the variable display of the ordinary symbol is referred to as "variable display") triggered by the passage of a ball through the through gate 67. Further, a center frame 86 is disposed around the outer periphery of the third symbol display device 81 in the variable display device unit 80.

[0070] The third symbol display device 81 is composed of a large-sized 17-inch liquid crystal display, and the display content is controlled by a display control device 114 (see FIG. 5) described later, so that, for example, three symbol columns (not shown) on the left, middle, and right are displayed.

[0071] Each symbol column is composed of a plurality of symbols, and these symbols scroll vertically for each symbol column so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In the pachinko machine 10, the display of the game state accompanying the control of the main control device 110 is performed by the special symbol display device 37, while a decorative display corresponding to the display of the special symbol display device 37 is performed by the third symbol display device 81. Note that, instead of the display device, for example, the third symbol display device 81 may be configured using a reel or the like.

[0072] Here, with reference to FIG. 4, the display content of the third symbol display device 81 will be described. FIG. 4 is a drawing for explaining the display screen of the third symbol display device 81. FIG. 4(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen, and FIG. 4(b) is a diagram exemplifying the actual display screen.

[0073] The third symbol is composed of ten main symbols numbered from "0" to "9". Each main symbol is formed by attaching the numbers from "0" to "9" on the rear symbol made of a wooden box. Among them, the main symbols with odd numbers (1, 3, 5, 7, 9) have large numbers almost covering the front of the wooden box. In contrast, the main symbols with even numbers (0, 2, 4, 6, 8) have accessory symbols imitating characters such as a saw, a furoshiki, and a helmet added almost covering the front of the wooden box, and even numbers are added in small green on the lower right side of the accessory symbol and are displayed on the front side of the accessory symbol.

[0074] Also, in the pachinko machine 10 of the present embodiment, when the lottery result by the main control device 110 (see FIG. 5) described later is a big win, a variable display (variable effect) is performed in which the same main symbol aligns on the effective line L1, and it is configured to generate a big win after the variable display ends. When shifting to a high-probability state (probability-variable state) after the big win ends, a variable display is performed in which the main symbols with odd numbers added (corresponding to "high-probability symbols") align on the effective line L1. On the other hand, when shifting to a low-probability state after the big win ends, a variable display is performed in which the main symbols with even numbers added (corresponding to "low-probability symbols") align on the effective line L1.

[0075] As shown in FIG. 4(a), the display screen of the third symbol display device 81 is roughly divided into two parts vertically. The lower 2 / 3 is the main display area Dm for variably displaying (variable effect) the third symbol (main symbol), and the remaining upper 1 / 3 is the sub-display area Ds for displaying a preview effect, characters, etc. Also, a cockpit display area Db for displaying the number of hold balls is provided at the central part on the lower bottom side of the display screen of the third symbol display device 81.

[0076] The main display area Dm is divided into three display areas Dm1 to Dm3 on the left, middle, and right. The symbol column Z1 is displayed in the display area Dm1, the symbol column Z2 is displayed in the display area Dm2, and the symbol column Z3 is displayed in the display area Dm3.

[0077] In each symbol column Z1 to Z3, the above-described third symbol is displayed in a specified order. That is, in each symbol column Z1 to Z3, the main symbols are arranged in ascending or descending order of numbers, and variable display is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. In particular, in the left symbol column Z1, the numbers of the main symbols are arranged so as to appear in descending order, and in the middle symbol column Z2 and the right symbol column Z3, the numbers of the main symbols are arranged so as to appear in ascending order.

[0078] Also, in the main display area Dm, the third symbol is displayed in three upper, middle, and lower stages for each of the symbol columns Z1 to Z3. The middle part of this main display area Dm is set as the effective line L1, and in each variation effect, the third symbol is stopped and displayed on the effective line L1 in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2. If the combination of jackpot symbols (combination of the same main symbols) is aligned on the effective line L1 when the third symbol stops, a jackpot video is displayed as a jackpot.

[0079] The sub-display area Ds is provided horizontally above the main display area Dm and is further equally divided into three small areas Ds1 to Ds3 in the left-right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview effect images, respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation of hitting a jackpot as a result of the variable display performed in the main display area Dm. The cockpit display area Db is an area for displaying the number of held balls, which is the number of balls that have entered the first start port 64a and the second start port 64b and for which variable display (variation effect) has not been executed (held balls).

[0080] On the actual display screen, as shown in FIG. 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, videos are displayed in the left small area Ds1 and the right small area Ds3, suggesting to the player that the state is more likely to transition to a big win than usual. In the central small area Ds2, usually, a predetermined character (a boy wearing a headband in this embodiment) performs a predetermined action, sometimes performs a special action different from the predetermined action, or the color of the usually black hair of the boy or the color of the usually white headband changes, or another character appears, etc., and a preview effect is performed.

[0081] On the other hand, when a ball enters the first start port 64a while the third symbol display device 81 (special symbol display device 37) is performing a variable effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol, the number of ball entries (number of held balls) is held up to a maximum of 4 times. The number of held balls is indicated by the special symbol display device 37 and is also indicated in the first held symbol display area Db1 of the first held symbol corresponding to the first special symbol in the cockpit display area Db, specifically in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1. In the first to fourth held symbol display areas Db1a to Db1d of the special figure 1, one held symbol (a "○" symbol (white circle symbol) in the normal display mode) is displayed for each held ball (number of held balls is 1 time) of the first special symbol, and the number of held balls of the variable effect of the first special symbol is displayed according to the number of held symbols displayed in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1.

[0082] That is, in the first to fourth held symbol display areas Db1a to Db1d of the special drawing 1, when one held symbol is displayed in the first held symbol display area Db1a of the special drawing 1, it indicates that the number of held balls of the first special symbol is 1 time. When a total of two held symbols, one each, are displayed in the first and second held symbol display areas Db1a and Db1b of the special drawing 1, it indicates that the number of held balls of the first special symbol is 2 times. When a total of three held symbols, one each, are displayed in the first to third held symbol display areas Db1a to Db1c of the special drawing 1, it indicates that the number of held balls of the first special symbol is 3 times. When a total of four held symbols, one each, are displayed in the first to fourth held symbol display areas Db1a to Db1d of the special drawing 1, it indicates that the number of held balls of the first special symbol is 4 times. Also, when no held symbol is displayed in the first to fourth held symbol display areas Db1a to Db1d of the special drawing 1, it indicates that the number of held balls of the first special symbol is 0 times and there is no held variable effect.

[0083] Also, when a ball enters the second start port 64b while the third symbol display device 81 (special symbol display device 37) is performing a variable effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol, the number of times of entering the ball (number of held balls) is held up to a maximum of 4 times. The number of held balls is indicated by the special symbol display device 37 and is also shown in the first to fourth held symbol display areas Db2a to Db2d of the second held symbol display area Db2 corresponding to the second special symbol in the cockpit display area Db of the special drawing 2. In the first to fourth held symbol display areas Db2a to Db2d of the special drawing 2, one held symbol (the "○" symbol (white circle symbol) in the normal display mode) is displayed for each held ball (number of held balls is 1 time) of the second special symbol, and the number of held balls of the variable effect of the second special symbol is displayed according to the number of displayed held symbols in the first to fourth held symbol display areas Db2a to Db2d of the special drawing 2.

[0084] That is, in the first to fourth reserved symbol display areas Db2a to Db2d of the special figure 2, when one reserved symbol is displayed in the first reserved symbol display area Db2a of the special figure 2, it indicates that the number of reserved balls of the second special symbol is 1 time. When a total of two reserved symbols, one each, are displayed in the first and second reserved symbol display areas Db2a and Db2b of the special figure 2, it indicates that the number of reserved balls of the second special symbol is 2 times. When a total of three reserved symbols, one each, are displayed in the first to third reserved symbol display areas Db2a to Db2c of the special figure 2, it indicates that the number of reserved balls of the second special symbol is 3 times. When a total of four reserved symbols, one each, are displayed in the first to fourth reserved symbol display areas Db2a to Db2d of the special figure 2, it indicates that the number of reserved balls of the second special symbol is 4 times. Also, when no reserved symbol is displayed in the first to fourth reserved symbol display areas Db2a to Db2d of the special figure 2, it indicates that the number of reserved balls of the second special symbol is 0 times and there is no reserved variable effect.

[0085] In the pachinko machine 10 of the first embodiment, the first lottery game of the first special symbol and the second lottery game of the second special symbol are not executed simultaneously, and only one of the lottery games is executed. Also, in the pachinko machine 10 of the first embodiment, when any of the ongoing lottery games ends, if the reserved balls of the first special symbol and the reserved balls of the second special symbol are respectively stored, the second lottery game of the second special symbol is configured to be executed preferentially over the first lottery game of the first special symbol (so-called, special figure 2 priority variation). Note that the lottery games may be executed in the order of winning (so-called, winning order variation), or the first lottery game of the first special symbol and the second lottery game of the second special symbol may be executed simultaneously (so-called, special figure 1 and special figure 2 simultaneous variation).

[0086] In the central part of the cockpit display area Db, an execution symbol display area Db0 is provided where an execution symbol indicating that a variable effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the central part of the cockpit display area Db, that is, on the right side of the first hold symbol display area Db1a in Fig. 1 of the patent drawing and on the left side of the first hold symbol display area Db2a in Fig. 2 of the patent drawing, and is configured to display an execution symbol larger than each of the hold symbols displayed in each of the hold symbol display areas Db1a to Db1d, Db2a to Db2d. Further, in this execution symbol display area Db0, the hold symbol that was displayed in the first hold symbol display area Db1a in Fig. 1 or the first hold symbol display area Db2a in Fig. 2 moves (shifts) and is displayed as an execution symbol.

[0087] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect ends, and with the erasure of the execution symbol, the displayed hold symbol moves and is displayed as the hold symbol on the lower side (right side if it is the first special symbol, left side if it is the second special symbol). Specifically, for example, in a situation where there is no hold symbol for the second special symbol and there are four hold symbols for the first special symbol, when the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect for the first special symbol or the second special symbol, the hold symbol displayed in the first hold symbol display area Db1a in Fig. 1 moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, the hold symbol displayed in the second hold symbol display area Db1b in Fig. 1 moves (shifts) and is displayed as the hold symbol in the first hold symbol display area Db1a in Fig. 1. Further, the hold symbol displayed in the third hold symbol display area Db1c in Fig. 1 moves (shifts) and is displayed as the hold symbol in the second hold symbol display area Db1b in Fig. 1. Also, the hold symbol displayed in the fourth hold symbol display area Db1d in Fig. 1 moves (shifts) and is displayed as the hold symbol in the third hold symbol display area Db1c in Fig. 1.

[0088] Also, for example, in a situation where there are four hold symbols for the second special symbol, when the execution symbol displayed in the execution symbol display area Db0 is erased as the variation effect of the first special symbol or the second special symbol ends, the hold symbol displayed in the first hold symbol display area Db2a of FIG. 2 moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, the hold symbol displayed in the second hold symbol display area Db2b of FIG. 2 moves (shifts) and is displayed as the hold symbol in the first hold symbol display area Db2a of FIG. 2. Further, the hold symbol displayed in the third hold symbol display area Db2c of FIG. 2 moves (shifts) and is displayed as the hold symbol in the second hold symbol display area Db2b of FIG. 2. Also, the hold symbol displayed in the fourth hold symbol display area Db2d of FIG. 2 moves (shifts) and is displayed as the hold symbol in the third hold symbol display area Db2c of FIG. 2.

[0089] In the first embodiment, the number of hold balls for the variation effect based on the entry into the first start port 64a or the second start port 64b is configured to be held up to a maximum of 4 times each, but the maximum number of hold balls is not limited to 4 times, and may be set to 3 times or less each, or 5 times or more each (for example, 8 times). Also, instead of displaying the hold symbol in the cockpit display area Db, the number of hold balls may be displayed numerically on a part of the third symbol display device 81, or in a manner different (for example, color or lighting pattern) by the number of hold balls in the area divided into four. Also, since the number of hold balls is indicated by the special symbol display device 37, it is not necessary to display the number of hold balls on the third symbol display device 81. Further, the variable display device unit 80 may be provided with four hold lamps indicating the number of hold balls for each of the maximum hold numbers of the first special symbol and the second special symbol, and the number of hold balls may be displayed according to the number of lit hold lamps.

[0090] Returning to FIG. 3, the description will be continued. The normal symbol display device 83 performs variable display in which the symbols "○" and "×" as display symbols (normal symbols) are alternately lit every time the ball passes through the through gate 67. The pachinko machine 10 is configured such that when the variable display in the normal symbol display device 83 stops at a predetermined symbol (the symbol "○" in the first embodiment), the normal electric winning combination 64c above the front view of the second start port 64b becomes operative (opened) for a predetermined time.

[0091] The number of balls held at the through gate 67 is held up to a maximum of 4 times, and the number of held balls is displayed by the above-described special symbol display device 37 and also lit on the normal symbol hold lamp 84. Four normal symbol hold lamps 84 corresponding to the maximum number of holds are provided and arranged symmetrically left and right above the third symbol display device 81. Then, the number of holds is displayed by the number of lit normal symbol hold lamps 84.

[0092] Note that the variable display of the normal symbol may be performed by switching on and off a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the lighting of the normal symbol hold lamp 84 may be performed by a part of the third symbol display device 81. Also, the passage through the through gate 67 is not limited to a maximum of 4 times of holding balls, and may be set to 3 times or less, or 5 times or more (for example, 8 times). Further, since the number of held balls is indicated by the special symbol display device 37, it may not be lit by the normal symbol hold lamp 84.

[0093] Below the variable display device unit 80, a first starting port 64a into which a ball can enter is provided. When a ball enters the first starting port 64a, a first starting port switch (not shown) provided on the back side of the game board 13 is turned on, and a lottery for a big win of the first special symbol is conducted by a main control device 110 (see FIG. 5) described later due to the turn-on of the first starting port switch. Then, the display corresponding to the lottery result is shown by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable effect of the third symbol corresponding to the first special symbol is executed by the third symbol display device 81. Note that the first starting port 64a also serves as one of the winning ports from which five balls are paid out as prize balls when a ball enters.

[0094] On the right side in the front view of the game board 13 and below a through gate 67 described later, a second starting port 64b into which a ball can enter only when a normal electric role 64c is in an open state is provided. When a ball enters the second starting port 64b, a second starting port switch (not shown) provided on the back side of the game board 13 is turned on, and a lottery for a big win of the second special symbol is conducted by a main control device 110 (see FIG. 5) described later due to the turn-on of the second starting port switch. Then, the display corresponding to the lottery result is shown by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variable effect of the third symbol corresponding to the second special symbol is executed by the third symbol display device 81. Note that the second starting port 64b also serves as one of the winning ports from which one ball is paid out as a prize ball when a ball enters.

[0095] As described above, above the second starting port 64b in the front view, a single plate-shaped normal electric role 64c that covers the opening through which a ball enters the second starting port 64b is provided. The normal electric role 64c is configured to be displaceable between a closed state in which it protrudes from the surface of the game board 13 to cover the opening of the second starting port 64b and an open state in which it sinks into the surface of the game board 13 to open the opening of the second starting port 64b. The second starting port 64b is normally in a closed state in which the normal electric role 64c protrudes from the board surface, and a ball cannot (or hardly can) enter the second starting port 64b.

[0096] On the other hand, when the variable display on the normal symbol display device 83 stops at the symbol "○", the normal electric winning combination 64c of the second start port 64b is activated for a predetermined time. While the normal electric winning combination 64c is activated, it changes from a state of protruding from the game board surface to a state of being immersed in the game board surface, and the second start port 64b becomes an open state. When the second start port 64b is in an open state, the ball can enter the second start port 64b, or the state where the ball can enter more easily compared to the closed state. That is, as a result of the variable display on the normal symbol display device 83 stopping at the symbol "○" to be a winning, by making the second start port 64b in an open state, it is possible to make a state where the ball can enter the second start port 64b and a large winning lottery can be conducted more frequently.

[0097] A variable winning device 65 is disposed below the first start port 64a, and a horizontally long rectangular large winning port (also referred to as a large open port, specific winning port) 65a is provided at a substantially central portion thereof. In the pachinko machine 10, when the lottery by the main control device 110 results in a big win, after a predetermined time (fluctuation time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit so as to be a stop symbol for the big win, and the stop symbol corresponding to the big win is displayed on the third symbol display device 81 to indicate the occurrence of the big win. Thereafter, the game state transitions to a special game state (big win) where the ball can easily win. As this special game state, the large winning port 65a, which is normally closed, is opened for a predetermined number of times (16 times or 4 times) for a predetermined time (for example, until 30 seconds elapse, or until 10 balls win).

[0098] When this large winning port 65a is opened, it is closed when a predetermined time has elapsed from the opening or when a predetermined number of wins are detected, and after the closing, the large winning port 65a is opened again. The opening and closing operation of this large winning port 65a can be repeated up to, for example, 16 times (16 rounds) at most. The state in which this opening and closing operation is being performed is one form of a special game state (big win state) that is advantageous to the player, and for the player, by winning the ball into the large winning port 65a, a larger amount of prize balls are paid out as an imparting of game value (game value) compared to the normal time.

[0099] Specifically, the variable winning device 65 includes a horizontally long rectangular opening / closing plate that covers the large winning opening 65a, and a large winning opening solenoid (not shown) for driving the opening / closing plate to open / close forward about the lower side of the opening / closing plate as an axis. The large winning opening 65a is normally in a closed state where balls cannot enter or have difficulty entering. During a big win, the large winning opening solenoid is driven to tilt the opening / closing plate downward in the front, temporarily forming an open state in which balls can easily enter the large winning opening 65a, and it operates to alternately repeat the open state and the normal closed state.

[0100] The variable winning device 65 is disposed at a position where balls can enter the large winning opening 65a in either left-handed play or right-handed play. When a ball enters the large winning opening 65a, a large winning opening switch (not shown) provided on the back side of the game board 13 is turned on, and by counting the number of times the large winning opening switch is turned on, the number of balls that have entered the large winning opening 65a is counted, and the closing condition of the large winning opening 65a is determined. Also, due to the turning on of the large winning opening switch, 15 balls are paid out as bonus balls. Then, by repeatedly opening and closing the large winning opening 65a due to a big win, many balls are in a state where they can easily enter the large winning opening 65a, and for the player, a larger amount of bonus balls are paid out than usual as an imparting of game value (game value) in the game. This state is one form of a special game state that is advantageous to the player.

[0101] Note that the special game state is not limited to the above-described form. A specific winning opening and a large opening that is opened and closed separately from the specific winning opening are provided in the game area. When a special LED group 37b corresponding to a big win lights up in the special symbol display device 37, the specific winning opening is opened for a predetermined time, and during the opening of the specific winning opening, when a ball enters the specific winning opening, the large opening is opened for a predetermined time and a predetermined number of times, and this game state may be formed as a special game state.

[0102] On the right side when viewed from the front of the variable display device unit 80, a through gate 67 is provided. In the through gate 67, through holes (not shown) for the balls to pass through are provided in the vertical direction. When the ball launched into the game area passes through the through gate 67, a through gate switch (not shown) provided in the through hole turns on, and due to this turning on, the main control device 110 conducts a winning lottery for the normal symbol.

[0103] As a result of the lottery for the normal symbol conducted for the ball that has passed through the through gate 67, if it is determined to be a win, after the symbol "○" stops being displayed through the variable display of the normal symbol on the normal symbol display device 83, the normal electric role 64c provided above the front view of the second start port 64b operates. Thereby, the plate of the normal electric role 64c, which makes it difficult for the ball to enter the second start port 64b, moves into the game board surface 13 from the state where it closes the second start port 64b, and for a predetermined time, the ball can enter the second start port 64b, or the state where the ball can enter more easily compared to the closed state.

[0104] In the upper right part when viewed from the front of the game area (the upper right part in FIG. 3), a special symbol display device 37 provided with a state LED group 37a and a special LED group 37b composed of a plurality of LEDs as the light emitting means is arranged. The special symbol display device 37 performs variable displays (hereinafter, the variable displays of both special symbols may be referred to as "dynamic displays") of a first special symbol (hereinafter, the first special symbol may be referred to as "special symbol 1") and a second special symbol (hereinafter, the second special symbol may be referred to as "special symbol 2") according to each control performed by the main control device 110 (see FIG. 2), and at the same time, displays the game state of the pachinko machine 10.

[0105] The status LED group 37a indicates the number of balls on hold (balls for which variable display has not been executed) among the balls that have won (entered the ball) the first start port 64a or the second start port 64b, which will be described later, by the lighting state. Also, the number of rounds of a big win and error displays are also indicated by the lighting state of the status LED group 37a corresponding to that state. Note that the status LED group 37a is configured such that the emission colors (for example, red, green, blue) of the respective LEDs are different, and the combination of the emission colors can suggest various game states of the pachinko machine 10 with a small number of LEDs.

[0106] Note that the "round" in a big win refers to the period from when the big winning port 65a, which will be described later, is opened to when it is closed in order to divide the number of bonus balls in a big win. In the pachinko machine 10 of the first embodiment, one "round" is executed when 30 seconds have elapsed since the start of the opening of the big winning port 65a or when 10 balls win during the opening of the big winning port 65a.

[0107] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of 6 LEDs and a lower LED group 37b2 also composed of 6 LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the determination result of the first lottery game. Also, the lower LED group 37b2 dynamically displays a second special symbol indicating the determination result of the second lottery game.

[0108] Specifically, in the upper LED group 37b1, dynamic display (in the first embodiment, the LEDs from the uppermost LED to the lower LEDs of the upper LED group 37b1 are lit one by one in order, and the repeated display of the lighting pattern) is performed until the variable time (dynamic display time) determined based on winning the first start port 64a provided at the center of the game board 13 elapses, and then it stops and is displayed as a symbol indicating the determination result (in the first embodiment, any one of 64 stop symbols by the combination of the lighting patterns of 6 LEDs).

[0109] In addition, for the lower LED group 37b2, dynamic display (in the first embodiment, the uppermost LED of the lower LED group 37b2 lights up the lower LEDs one by one in order, and the repeated display of the lighting pattern) is performed until the variable time (dynamic display time) determined based on winning at the second start port 64b provided on the right side of the game board 13 elapses. After that, it stops and displays a symbol indicating the determination result (in the first embodiment, any one of 64 stop symbols by the combination of the lighting patterns of 6 LEDs).

[0110] In any of the LED groups 37b1 and 37b2, when the determination result is a miss, only the leftmost LED lights up and displays. When the determination result is a big win, each LED group lights up and displays in a lighting pattern corresponding to the type (category) of the big win. Details of the stop patterns of each LED group will be described later.

[0111] In the pachinko machine 10, a win / loss determination (big win lottery) as to whether it is a big win or not is performed for the balls entering the first start port 64a or the second start port 64b. When it is determined to be a big win, the determination of the big win type is also performed.

[0112] The big win types determined here include "Probability Variable A" corresponding to "16-round (hereinafter sometimes simply referred to as 'R') Probability Variable Big Win", "Probability Variable B" corresponding to "4R Probability Variable Big Win", "Latent Probability Variable A" corresponding to "4R Latent Probability Variable Big Win", "Time Shortening A" corresponding to "4R Time Shortening Big Win", and "Straight Through A" corresponding to "4R No Time Shortening Big Win" (see FIGS. 8 and 9).

[0113] Here, the big win type of "Probability Variable A" corresponding to "16R Probability Variable Big Win" means that after a big win with a maximum round number of 16 rounds, the big win probability of each special symbol becomes a high probability state compared to the "normal game state" until the occurrence of any of the following big wins (hereinafter sometimes referred to as "next big win"), and the hit probability of the normal symbol also becomes a high probability state compared to the "normal game state" until the occurrence of the next big win. It is a big win that transitions to the "probability fluctuation state".

[0114] In addition, the jackpot type of "Probability Variation B" corresponding to the "4R Probability Variation Jackpot" means that after a jackpot with a maximum number of rounds of 4 rounds, the jackpot probability of each special symbol becomes a high-probability state until the next jackpot occurs, while the hit probability of the normal symbol transitions to a "probability variation state" until the dynamic display of each special symbol is executed 100 times. Note that in the "probability variation state" based on the jackpot type of "Probability Variation B", after the dynamic display of each special symbol is executed 100 times, it becomes the "latent probability variation state" described later.

[0115] Furthermore, the jackpot type of "Latent Probability Variation A" corresponding to the "4R Latent Probability Variation Jackpot" means that after a jackpot with a maximum number of rounds of 4 rounds, the jackpot probability of each special symbol becomes a high-probability state until the next jackpot occurs, while the hit probability of the normal symbol transitions to a gaming state with a low probability equivalent to the "normal gaming state" (so-called "without electric support") (hereinafter sometimes referred to as the "latent probability variation state").

[0116] In addition, the jackpot type of "Short Time A" corresponding to the "4R Jackpot with Short Time" means that after a jackpot with a maximum number of rounds of 4 rounds, the jackpot probability of each special symbol becomes a low-probability state equivalent to the "normal gaming state", while the hit probability of the normal symbol becomes a high-probability state until the dynamic display of the special symbol is executed 100 times (hereinafter sometimes referred to as the "time shortening state").

[0117] Furthermore, the jackpot type of "Direct Passage A" corresponding to the "4R Jackpot without Short Time" means that after a jackpot with a maximum number of rounds of 4 rounds, the jackpot probability of each special symbol becomes a low-probability state equivalent to the "normal gaming state", and the hit probability of the normal symbol also becomes a low-probability state equivalent to the "normal gaming state" (that is, the "normal gaming state").

[0118] Here, each gaming state will be described in more detail. In the pachinko machine 10 of the first embodiment, the "normal gaming state" refers to the gaming state that is not the "probability variation state", the "latent probability variation state", or the "time shortening state", and the jackpot probability of each special symbol and the winning probability of the normal symbol are in a normal state (i.e., a low probability state), and the opening of the normal electric accessory 64c is in a state of being short (so-called non-opening extended state). That is, in the "normal gaming state", the jackpot probability of each special symbol is lower than that in the "probability variation state" and the "latent probability variation state", and the winning probability of the normal symbol is lower than that in the "probability variation state" and the "time shortening state". Also, since the opening time of the normal electric accessory 64c is short, it is not a gaming state in which it is easy for the ball to win the second start port 64b when performing a so-called right-handed game (hereinafter, the state in which it is easy for the ball to win the second start port 64b may be referred to as the "winning assistance state"), but is the most disadvantageous (low degree of advantage) gaming state for the player.

[0119] Note that the right-handed game refers to the act of firing a ball with a force hitting the return rubber 69 and passing the ball through the right side in the front view of the variable display device unit 80. The ball can win the through gate 67, the variable winning device 65, and the second start port 64b, which are arranged on the right side in the front view of the game board 13 of the variable display device unit 80. Also, the left-handed game refers to the act of passing the fired ball through the left side in the front view of the variable display device unit 80, and the ball can win the general winning port 63, the first start port 64a, or the variable winning device 65. Hereinafter, when referring to the right-handed game or the left-handed game, it refers to the state in which the ball is fired in the above-described firing mode.

[0120] Also, in the first embodiment, the right-handed game is permitted only in the "probability variation state" or the "time shortening state". When a right-handed game is played in the "normal game state" and the "latent probability variation state", a predetermined warning function is provided to prevent the player from playing the right-handed game. Specifically, in the "normal game state" and the "latent probability variation state" where the left-handed game is encouraged, when the passage of the ball is detected by the through gate 67 arranged on the right side when viewing the game board 13 from the front, it is determined that the right-handed game is being executed, and the warning sound output device 226 (see FIG. 6) is configured to output a warning sound. On the other hand, in the "probability variation state" and the "time shortening state" where the right-handed game is encouraged, even if the ball passes through the through gate 67, the warning sound is not output. By configuring in this way, it is possible to suppress the execution of the right-handed game by the player in the "normal game state" and the "latent probability variation state" where the right-handed game is not encouraged.

[0121] Next, in the "time shortening state", the big hit probability of each special symbol becomes a low probability state similar to the "normal game state", but the hit probability of the normal symbol increases, and the opening time of the normal electric winning combination 64c becomes long, making it easy for the ball to win in the second start port 64b (hereinafter, the function of increasing the hit probability of the normal symbol and making the opening time of the normal electric winning combination 64c long may be referred to as the "winning assistance function". Also, the state where the hit probability of the normal symbol increases and the opening time of the normal electric winning combination 64c becomes long, making it easy for the ball to win in the second start port 64b, may be referred to as the "state where the winning assistance function is activated"). That is, in the "time shortening state", although the big hit by the special symbol is equivalent to the "normal game state", the hit by the normal symbol is likely to be derived, and the open state of the normal electric winning combination 64c becomes long. Therefore, in the "time shortening state", since it is easy for the ball launched by the right-handed game to win in the second start port 64b, it becomes possible to continuously execute the dynamic display of FIG. 2, and it becomes possible to play the game while obtaining the winning balls (for example, 1 ball / winning) based on the winning in the second start port 64b and suppressing the decrease of the held balls.

[0122] In the pachinko machine 10 of the first embodiment, as described above, the "time - shortening state" is maintained until the dynamic display of special symbols for a predetermined number of times (100 times in the first embodiment) is executed for each jackpot after a jackpot of the jackpot type "time - shortening A" (see FIGS. 8 or 9). Then, after the dynamic display of the special symbols for the above - mentioned predetermined number of times is executed (i.e., after "electric support ends"), it is configured to shift from the "time - shortening state" to the above - mentioned "normal game state" (see FIG. 10).

[0123] Next, in the "latent probability - fluctuation state", after the jackpot ends, the jackpot probability of each subsequent special symbol increases as an added value to become a high - probability state, while the hit probability of the normal symbol becomes a low - probability state similar to the "normal game state". That is, the "latent probability - fluctuation state" is a state where a jackpot result by a special symbol is likely to be derived, while the hit by a normal symbol is equivalent to the "normal game state". Therefore, in the "latent probability - fluctuation state", the prize - winning assistance function is not operating, and even when a right - hand play is made, it is difficult to win a prize at the second starting port 64b. Thus, the player plays the game so as to win a ball at the first starting port 64a by a left - hand play, similar to the "normal game state".

[0124] In the pachinko machine 10 of the first embodiment, after a jackpot of the jackpot type "latent probability - variation A" (see FIG. 8) or after 100 executions of the dynamic display of special symbols in the "probability - fluctuation state" after a jackpot of the jackpot type "probability - variation B", it enters the "latent probability - fluctuation state". And in this "latent probability - fluctuation state", the high - probability state of the jackpot probability of each special symbol and the low - probability state of the hit probability of the normal symbol are maintained until the next jackpot. That is, once it enters the "latent probability - fluctuation state", this "latent probability - fluctuation state" continues until a jackpot game by the next special symbol occurs. Further, in this "latent probability - fluctuation state", since the jackpot probability of the special symbol is in a high - probability state, it becomes possible to play the game in a state where a jackpot game (special game state) based on the dynamic display of the first special symbol is likely to occur.

[0125] In the pachinko machine 10 of the first embodiment, the effects executed in this "latent probability variation state" are configured to execute effects equivalent to those in the "normal game state". Therefore, the player cannot determine from the effect content whether they are playing in the "normal game state" or the "latent probability variation state", and can play the game while speculating whether they are playing in any of the game states, thereby improving the interest of the game.

[0126] Next, in the "probability variation state", after the jackpot ends, it is a high-probability state where the jackpot probability of each subsequent special symbol increases as an added value, the hit probability of the normal symbol increases, and the winning assistance function of the normal electric winning combination 64c is activated. That is, the "probability variation state" is a state where a jackpot result by a special symbol is likely to be derived, a hit result by a normal symbol is likely to be derived, and furthermore, the open state of the normal electric winning combination 64c becomes longer. Therefore, in the "probability variation state", the winning assistance function is activated, and almost all the balls launched by the right hitting game win the second starting port 64b. Thus, the dynamic display of the special figure 2 can be continuously executed, and the game can be played while obtaining prize balls (for example, 1 ball / winning) based on the winning of the second starting port 64b and suppressing the decrease of the held balls. Furthermore, it becomes possible to play the game in a state where a jackpot game (special game state) based on the dynamic display of the special figure 2 is likely to occur.

[0127] In the pachinko machine 10 of the first embodiment, as described above, the "probability variation state" can occur after the jackpot of the jackpot type "probability variation A" or "probability variation B" (see FIG. 8 or FIG. 9). In the case of the jackpot type "probability variation A", it is maintained until the next jackpot occurs. In the case of the jackpot type "probability variation B", it is maintained until the dynamic display of the special symbol is executed a specified number of times (in the first embodiment, 100 times). In the case of the "probability variation state" based on the jackpot type "probability variation B", after the dynamic display of the special symbol is executed the specified number of times (that is, after "the end of electric support"), it is configured to shift from the "probability variation state" to the "latent probability variation state" (see FIG. 10).

[0128] Here, the display modes of the special LED groups 37b for each jackpot type will be described. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, there is 1 display pattern corresponding to a loss, 13 display patterns corresponding to the jackpot type "Certain Variable A", 13 display patterns corresponding to the jackpot type "Certain Variable B", 13 display patterns corresponding to the jackpot type "Hidden Certain Variable A", 12 display patterns corresponding to the jackpot type "Time Shortening A", and 12 display patterns corresponding to the jackpot type "Straight Through A", for a total of 64 display patterns. And each display pattern does not have a specific regularity for each jackpot type, and random display patterns are pre-associated. Therefore, when a player sees the display pattern of the upper LED group 37b1, while being able to recognize that the stop display of a loss has stopped, it is configured to be difficult to identify which stop display it is among the jackpot types "Certain Variable A", "Certain Variable B", "Hidden Certain Variable A", "Time Shortening A", or "Straight Through A".

[0129] Also, as the stop display (lighting display) of the lower LED group 37b2 for the second special symbol, there is 1 display pattern corresponding to a loss, 32 display patterns corresponding to the jackpot type "Certain Variable A", and 31 display patterns corresponding to the jackpot type "Time Shortening A", for a total of 64 display patterns. And each display pattern does not have a specific regularity for each jackpot type, and random display patterns are pre-associated. Therefore, when a player sees the display pattern of the lower LED group 37b2, while being able to recognize that the stop display of a loss has stopped, it is configured to be difficult to identify whether it is a stop display of either the jackpot type "Certain Variable A" or "Time Shortening A".

[0130] By configuring it in this way, even when each jackpot type is displayed in the stop display of the special LED group 37b of the special symbol display device 37, if the player does not know all the jackpot types corresponding to each stop display, it becomes difficult for the player to recognize the selected jackpot type. Therefore, for example, in the lottery of the first special symbol, even if the player wins the "latent certain change A", while displaying the jackpot result corresponding to "through A" as a temporary display on the third symbol display device 81, by executing an effect equivalent to "through A" even after the end of the jackpot game, it becomes difficult to determine which game state it is. Also, in the lottery of the second special symbol, even if the player wins the "certain change A", while displaying the jackpot result corresponding to "time shortening A" as a temporary display on the third symbol display device 81, by executing an effect equivalent to "time shortening A" even after the end of the jackpot game, it becomes difficult to determine which game state it is. As a result, it is possible to create a game property that makes the player guess in which game state they are playing, and improve the interest of the game.

[0131] Instead of changing the winning probability of the normal symbol, according to the game state of the pachinko machine 10, it is also possible to change the time when the normal electric winning combination 64c associated with the second start port 64b is opened, or the number of times the normal electric winning combination 64c is opened by one win of the normal symbol. Specifically, in the "time shortening state" or the like, the time when the normal electric winning combination 64c associated with the second start port 64b is opened can be made longer than in the case of the "normal game state", or the number of times the normal electric winning combination 64c is opened by one win can be made more than in the case of the "normal game state". Also, in the "time shortening state", at least two of increasing the winning probability of the normal symbol, lengthening the opening time of the normal electric winning combination 64c, and increasing the number of times the normal electric winning combination 64c is opened can be performed simultaneously.

[0132] At the left and right corners on the lower side of the game board 13, sticking spaces K1 and K2 for sticking certificates, identification labels, etc. are provided, and the certificates, etc. stuck on the sticking space K1 can be visually recognized through the small window 35 (see FIG. 1) of the front frame 14.

[0133] Furthermore, the game board 13 is provided with an out port 66. Balls that have not entered any of the winning ports 63, 64a, 64b, 65a are guided through the out port 66 to a ball discharge path (not shown). Also, balls that have entered the winning ports 63, 64a, 64b, 65a are guided to the ball discharge path after passing through switches provided for each winning port to detect the entry of the balls. The balls guided to the ball discharge path are discharged to an island facility (not shown) where the pachinko machine 10 is installed after passing through an out switch (not shown) for detecting the guided balls.

[0134] Note that a large number of pins are implanted in the game board 13 to appropriately disperse and adjust the falling direction of the balls, and various members (effect devices) such as windmills are arranged.

[0135] Next, with reference to FIG. 5, the electrical configuration of the pachinko machine 10 will be described. FIG. 5 is a block diagram showing the electrical configuration of the pachinko machine 10, mainly a block diagram showing the electrical configuration of the main control device 110.

[0136] The main control device 110 is equipped with an MPU201 as a one-chip microcomputer which is an arithmetic device. The MPU201 has a ROM202 that stores various control programs and fixed-value data executed by the MPU201, a RAM203 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM202, and in addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built-in.

[0137] The NMI terminal (non-maskable interrupt terminal) of the MPU201 is configured such that a power failure signal SG1 from the power failure monitoring circuit 252 is input when a power failure or the like occurs and the power supply is cut off. When the power failure signal SG1 is input to the MPU201, an NMI interrupt process (see FIG. 32) as a power failure time process is immediately executed.

[0138] The input / output port 205 is connected to the MPU 201 via a bus line 204 composed of an address bus and a data bus. Various solenoids 209 are connected to the input / output port 205, including a payout control device 111, a voice lamp control device 113, a special symbol display device 37, a normal symbol display device 83, a normal symbol hold lamp 84, a big winning opening solenoid (not shown) for driving the opening / closing plate of the big winning opening 65a to open / close forward around the lower edge, and a normal electric role solenoid for driving the normal electric role 64c. The MPU 201 transmits various commands and control signals to these via the input / output port 205.

[0139] In addition, in order to instruct operations to sub-control devices such as the payout control device 111 and the voice lamp control device 113, various commands are transmitted from the main control device 110 to the sub-control devices by a data transmission / reception circuit. Such commands are transmitted only in one direction from the main control device 110 to the sub-control devices.

[0140] The main control device 110 executes main processes of the pachinko machine 10, such as jackpot lottery for each special symbol, setting of dynamic display in the special symbol display device 37, setting of variable effects in the third symbol display device 81, and lottery of display results of variable display in the normal symbol display device 83. In the RAM 203, a counter buffer 203c for storing various counters for controlling these processes is provided.

[0141] Also, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a hold number table 202c, a stop pattern table 202d, a variable pattern table 202e, and a jackpot release table 202f. The main control device 110 executes the above main control based on various counters stored in the RAM 203 and various tables stored in the ROM 202.

[0142] Here, referring to FIG. 6, counters and the like provided in the RAM 203 of the main control device 110 of the first embodiment will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lottery, setting of dynamic display of the special symbol display device 37, setting of variable effects of the third symbol display device 81, lottery of the display result of variable display in the normal symbol display device 83, and the like. Also, in the description of various counters, various tables stored in the ROM 202 of the main control device 110 will be described with reference to FIGS. 7 to 15.

[0143] In the first embodiment, for the jackpot lottery, setting of dynamic display of the special symbol display device 37, and setting of variable effects of the third symbol display device 81, a jackpot random number counter C1 used for the jackpot lottery, a jackpot type counter C2 used for selecting the stop type of the jackpot symbol, a stop pattern selection counter C3 used for selecting the effect mode of the variable effect, a first initial value random number counter CINI1 used for setting the initial value of the jackpot random number counter C1, and a variable type counter CS1 used for selecting the variable pattern are used.

[0144] Each counter is updated at intervals of 4 milliseconds, which is, for example, the execution interval of the timer interrupt process (see FIG. 23). Also, some counters are updated irregularly during the main process (see FIG. 22), and the updated values are appropriately stored in the counter buffer 203c set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a first reserved ball storage area 203d composed of four reserved areas (first reserved first to fourth areas) for the first special symbol, and a second reserved ball storage area 203e composed of four reserved areas (second reserved first to fourth areas) for the second special symbol. In the first reserved ball storage area 203d, the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are respectively stored in accordance with the timing of the ball entering the first start port 64a. Also, in the second reserved ball storage area 203e, the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are respectively stored in accordance with the timing of the ball entering the second start port 64b.

[0145] Here, with reference to FIG. 7, the details of the jackpot random number table 202a corresponding to each special symbol in the first embodiment will be described. FIG. 7 is a schematic diagram schematically showing an example of the jackpot random number table 202a commonly used in the jackpot lottery for the first special symbol and the second special symbol stored in the ROM 202.

[0146] The jackpot random number table 202a of the first embodiment is divided into two types for each set value: one for the low probability state used when the game state is the low probability state of the special symbol in the "normal game state" or "time shortening state", and one for the high probability state used when the game state is the "probability variation state" or "latent probability variation state", which is the high probability state of the special symbol with a higher probability of winning than the low probability state of the special symbol.

[0147] For each set value, the number of jackpot random numbers included in each of the low-probability state and the high-probability state is set differently. Also, the increase in the number of jackpot random numbers required to shift from the low-probability state to the high-probability state is configured to be filled in from the number of losing random numbers corresponding to losses. In this way, by varying the number of jackpot random numbers according to the game state, the probability of hitting the jackpot is changed between the low-probability state and the high-probability state.

[0148] As shown in FIG. 7, in the jackpot random number table 202a of the first embodiment, when the set value is "1", the number of values (jackpot random numbers) of the jackpot random number counter C1 that result in a jackpot in the low-probability state in the jackpot random number table 202a is 50, and the values "0 to 49" are defined (set) in the jackpot random number table 202a1. That is, the jackpot probability in the low-probability state (i.e., the "normal game state" and the "time shortening state") of each special symbol with the set value "1" is set to be 50 / 10000 = 0.5 / 100 (i.e., 0.5%).

[0149] On the other hand, when the set value is "1", the number of values (jackpot random numbers) of the random numbers that result in a jackpot in the high-probability state in the jackpot random number table 202a is 500, and the values "0 to 499" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high-probability state (i.e., the "probability variation state" and the "latent probability variation state") of each special symbol with the set value "1" is 500 / 10000 = 5 / 100 (i.e., 5%), and the high-probability state of the special symbol is set to be 10 times more likely to hit the jackpot than the low-probability state.

[0150] Therefore, when the setting value is "1", the number of random number values (losing random number values) that result in a loss in the low-probability state in the jackpot random number table 202a is 9,950, which are the remaining values other than the jackpot random number values, and the values "50 to 9,999" are defined (set) in the jackpot random number table 202a. Also, when in the high-probability state, the number of random number values (losing random number values) that result in a loss is 9,500, and the values "500 to 9,999" are defined (set) in the jackpot random number table 202a. That is, the losing probability in the low-probability state (i.e., "normal game state" and "time reduction state") of each special symbol with a setting value of "1" is set to 9,950 / 10,000 = 99.5 / 100 (i.e., 99.5%), and the losing probability in the high-probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol is set to 9,500 / 10,000 = 95 / 100 (i.e., 95%).

[0151] Next, when the setting value is "2", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in the low-probability state in the jackpot random number table 202a is 52, and the values "0 to 51" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low-probability state (i.e., "normal game state" and "time reduction state") of each special symbol with a setting value of "2" is set to 52 / 10,000 = 0.52 / 100 (i.e., 0.52%).

[0152] On the other hand, when the setting value is "2", the number of random number values (jackpot random number values) that result in a jackpot in the high-probability state in the jackpot random number table 202a is 520, and the values "0 to 519" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high-probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol with a setting value of "2" is 520 / 10,000 = 5.2 / 100 (i.e., 5.2%), and the high-probability state of the special symbol is set to be 10 times more likely to result in a jackpot than the low-probability state.

[0153] Therefore, when the setting value is "2", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random number values) is 9,948, which are the remaining values other than the jackpot random number values, and the values "52 to 9,999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random number values) is 9,480, which are the remaining values other than the jackpot random number values, and the values "520 to 9,999" are defined (set) in the jackpot random number table 202a. That is, the loss probability in the low-probability state of each special symbol with a setting value of "2" (i.e., "normal game state" and "time reduction state") is set to 9,948 / 10,000 = 99.48 / 100 (i.e., 99.48%), and the loss probability in the high-probability state of each special symbol (i.e., "probability variation state" and "latent probability variation state") is set to 9,480 / 10,000 = 94.8 / 100 (i.e., 94.8%).

[0154] Therefore, the setting value "2" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "1" (low-probability state: 0.5% → 0.52%, high-probability state: 5% → 5.2%), and it is set to make jackpot games more likely to occur than in the case of the setting value "1".

[0155] Next, when the setting value is "3", the number of values of the jackpot random number counter C1 that result in a jackpot in the low-probability state in the jackpot random number table 202a (jackpot random number values) is 54, and the values "0 to 53" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low-probability state of each special symbol with a setting value of "3" (i.e., "normal game state" and "time reduction state") is set to 54 / 10,000 = 0.54 / 100 (i.e., 0.54%).

[0156] On the other hand, when the set value is "3", the number of random numbers that result in a jackpot in the high-probability state in the jackpot random number table 202a (jackpot random numbers) is 540, and the values "0 to 539" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high-probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol with a set value of "3" is 540 / 10000 = 5.4 / 100 (i.e., 5.4%), and the high-probability state of the special symbol is set to be 10 times more likely to result in a jackpot than the low-probability state.

[0157] Therefore, when the set value is "3", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random numbers) is the remaining 9946 other than the jackpot random numbers, and the values "54 to 9999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random numbers) is the remaining 9460 other than the jackpot random numbers, and the values "540 to 9999" are defined (set) in the jackpot random number table 202a. That is, the loss probability in the low-probability state (i.e., "normal game state" and "time reduction state") of each special symbol with a set value of "3" is set to be 9946 / 10000 = 99.46 / 100 (i.e., 99.46%), and the loss probability in the high-probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol is set to be 9460 / 10000 = 94.6 / 100 (i.e., 94.6%).

[0158] Therefore, the set value "3" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the set value "2" (low-probability state: 0.52% → 0.54%, high-probability state: 5.2% → 5.4%), and it is set to be more likely to result in a jackpot game than in the case of the set value "2".

[0159] Next, when the setting value is "4", the number of values (jackpot random numbers) of the jackpot random counter C1 that result in a jackpot in the low-probability state in the jackpot random number table 202a is 56, and the values "0 to 55" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low-probability state (i.e., "normal game state" and "time reduction state") of each special symbol with a setting value of "4" is set to 56 / 10000 = 0.56 / 100 (i.e., 0.56%).

[0160] On the other hand, when the setting value is "4", the number of values (jackpot random numbers) of the random numbers that result in a jackpot in the high-probability state in the jackpot random number table 202a is 560, and the values "0 to 559" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high-probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol with a setting value of "4" is 560 / 10000 = 5.6 / 100 (i.e., 5.6%), and the high-probability state of the special symbol is set to be 10 times more likely to result in a jackpot than the low-probability state.

[0161] Therefore, when the setting value is "4", the number of values (losing random numbers) of the random numbers that result in a loss in the low-probability state in the jackpot random number table 202a is the remaining 9944 other than the jackpot random numbers, and the values "56 to 9999" are defined (set) in the jackpot random number table 202a. Also, the number of values (losing random numbers) of the random numbers that result in a loss in the high-probability state is the remaining 9440 other than the jackpot random numbers, and the values "560 to 9999" are defined (set) in the jackpot random number table 202a. That is, the losing probability in the low-probability state (i.e., "normal game state" and "time reduction state") of each special symbol with a setting value of "4" is set to 9944 / 10000 = 99.44 / 100 (i.e., 99.44%), and the losing probability in the high-probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol is set to 9440 / 10000 = 94.4 / 100 (i.e., 94.4%).

[0162] Therefore, the set value "4" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the set value "3" (low probability state: 0.54% → 0.56%, high probability state: 5.4% → 5.6%), and it is set to be more likely to trigger a jackpot than in the case of the set value "3".

[0163] Next, when the set value is "5", the number of values (jackpot random numbers) of the jackpot random number counter C1 that result in a jackpot in the low probability state in the jackpot random number table 202a is 58, and the values "0 to 57" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low probability state (i.e., "normal game state" and "time shortening state") of each special symbol with the set value "5" is set to be 58 / 10000 = 0.58 / 100 (i.e., 0.58%).

[0164] On the other hand, when the set value is "5", the number of random numbers (jackpot random numbers) that result in a jackpot in the high probability state in the jackpot random number table 202a is 580, and the values "0 to 579" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high probability state (i.e., "probability variation state" and "latent probability variation state") of each special symbol with the set value "5" is 580 / 10000 = 5.8 / 100 (i.e., 5.8%), and the high probability state of the special symbol is set to be 10 times more likely to trigger a jackpot than the low probability state.

[0165] Therefore, when the set value is "5", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random number values) is 9,942, which are the remaining values other than the jackpot random number values, and the values "58 to 9,999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random number values) is 9,420, which are the remaining values other than the jackpot random number values, and the values "580 to 9,999" are defined (set) in the jackpot random number table 202a. That is, the loss probability in the low-probability state of each special symbol with a set value of "5" (i.e., "normal game state" and "time reduction state") is set to 9,942 / 10,000 = 99.42 / 100 (i.e., 99.42%), and the loss probability in the high-probability state of each special symbol (i.e., "probability variation state" and "latent probability variation state") is set to 9,420 / 10,000 = 94.2 / 100 (i.e., 94.2%).

[0166] Therefore, the set value "5" in the jackpot random number table 202a has a slightly higher jackpot probability compared to the set value "4" (low-probability state: 0.56% → 0.58%, high-probability state: 5.6% → 5.8%), and it is set to make jackpot games more likely to occur than in the case of the set value "4".

[0167] Next, when the set value is "6", the number of values of the jackpot random number counter C1 that result in a jackpot in the low-probability state in the jackpot random number table 202a (jackpot random number values) is 60, and the values "0 to 59" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low-probability state of each special symbol with a set value of "6" (i.e., "normal game state" and "time reduction state") is set to 60 / 10,000 = 0.6 / 100 (i.e., 0.6%).

[0168] On the other hand, when the set value is "6", the number of random numbers that result in a jackpot in the high-probability state in the jackpot random number table 202a (jackpot random numbers) is 600, and the values "0 to 599" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high-probability state of each special symbol with a set value of "6" (i.e., the "probability variation state" and the "latent probability variation state") is 600 / 10000 = 6 / 100 (i.e., 6%), and the high-probability state of the special symbol is set to be 10 times more likely to result in a jackpot than the low-probability state.

[0169] Therefore, when the set value is "6", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random numbers) is the remaining 9940 numbers other than the jackpot random numbers, and the values "60 to 9999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random numbers) is the remaining 9400 numbers other than the jackpot random numbers, and the values "600 to 9999" are defined (set) in the jackpot random number table 202a. That is, the loss probability in the low-probability state of each special symbol with a set value of "6" (i.e., the "normal game state" and the "time shortening state") is set to be 9940 / 10000 = 99.4 / 100 (i.e., 99.4%), and the loss probability in the high-probability state of each special symbol (i.e., the "probability variation state" and the "latent probability variation state") is set to be 9400 / 10000 = 94 / 100 (i.e., 94%).

[0170] Therefore, the set value "6" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the set value "5" (low-probability state: 0.58% → 0.6%, high-probability state: 5.8% → 6%), and it is set to be more likely to result in a jackpot game than in the case of the set value "5".

[0171] In this way, by changing the winning probability of the jackpot for each probability setting value to change the ease of winning the jackpot, it becomes possible to change the ball output rate for each probability setting value, and it is possible to change the amount of game value that can be given to the player. Therefore, it is possible to enrich the variations in the game properties of the pachinko game performed on the pachinko machine 10 and improve the interest of the game.

[0172] Returning to FIG. 6, the description will be continued. The jackpot type counter C2 determines the jackpot type when a jackpot occurs, and is incremented by 1 in order within a predetermined range (for example, "0 to 99"), and after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"), it returns to "0". The value of the jackpot type counter C2 is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see FIG. 23)).

[0173] And at the timing when the ball wins the first start port 64a, among the first to fourth reserved areas of the first reserved ball storage area 203d of the RAM 203 provided corresponding to the first start port 64a, it is stored in the jackpot type counter storage area 203d2 of the same first reserved area as the first reserved area in which the jackpot random number counter C1 is stored. Also, at the timing when the ball wins the second start port 64b, among the second to fourth reserved areas of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second start port 64b, it is stored in the jackpot type counter storage area 203e2 of the same second reserved area as the second reserved area in which the jackpot random number counter C1 is stored.

[0174] Here, for example, if the value of the jackpot random number counter C1 stored in the first hold ball storage area 203d or the second hold ball storage area 203e in the hold area No. 1 is not a random number that results in a jackpot (jackpot random number value), that is, if it is a random number that results in a loss (loss random number value), the variation pattern in the variation performance and the type of stop symbol (hereinafter referred to as "stop type") will be those at the time of a loss. On the other hand, if the value of the jackpot random number counter C1 stored in the first hold ball storage area 203d or the second hold ball storage area 203e in the hold area No. 1 is a random number that results in a jackpot (jackpot random number value), the variation pattern and stop type in the variation performance will be those at the time of a jackpot. In this case, the variation pattern and stop type at the time of the jackpot are determined corresponding to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same hold area.

[0175] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM202. In this jackpot type table 202b, there are provided a special figure 1 jackpot type table 202b1 referred to in the first lottery game of the first special symbol and a special figure 2 jackpot type table 202b2 referred to in the second lottery game of the second special symbol.

[0176] Here, with reference to FIGS. 8 and 9, the special figure 1 jackpot type table 202b1 and the special figure 2 jackpot type table 202b2 will be described. FIG. 8 is a diagram schematically showing an example of the special figure 1 jackpot type table 202b1 corresponding to the first special symbol stored in the ROM202, and FIG. 9 is a diagram schematically showing an example of the special figure 2 jackpot type table 202b2 corresponding to the second special symbol also stored in the ROM202.

[0177] In the pachinko machine 10 of the first embodiment, after initialization by clearing the RAM of the pachinko machine 10, every time the number of jackpot occurrences of the special symbol reaches a predetermined number of times (in the first embodiment, 6 times; hereinafter, this number of times may be referred to as the "limit number of times"), the game state after the end of the jackpot when the predetermined number of times is reached is always shifted to the low-probability state of the special symbol, and a function (so-called limit (limiter) function) that prohibits the shift to the high-probability state of the special symbol is installed. That is, after initialization by clearing the RAM of the pachinko machine 10, every time the number of jackpot occurrences of the special symbol reaches 6 times (hereinafter, when the number of jackpot occurrences of the special symbol reaches the limit number of times, it may be referred to as "when the limit is reached"), a jackpot type that becomes the high-probability state of the special symbol is not selected after the end of the jackpot (hereinafter, the event that a jackpot type that becomes the high-probability state of the special symbol is not selected after the end of the jackpot may be referred to as "the limiter operates"), and only a jackpot type that becomes the low-probability state of the special symbol can be selected after the end of the jackpot.

[0178] On the other hand, when the number of jackpot occurrences of the special symbol has not reached the limit, that is, when the number of jackpot occurrences is from 1 to 5 times (hereinafter, when the number of jackpot occurrences of the special symbol is from 1 to 5 times, it may be referred to as "before the limit is reached"), it is configured such that a jackpot type that becomes the high-probability state of the special symbol can be selected after the end of the jackpot.

[0179] By configuring it in this way, every time a jackpot occurs a predetermined number of times, it is possible to surely set the special symbol to the low-probability state, and it is possible to suppress the occurrence of an excessive "continuous win" of jackpots due to the continuous continuation of the high-probability state of the special symbol. As a result, it is possible to suppress a situation in which a game result far from, for example, the ratio of the number of balls obtained when a player continuously plays the pachinko machine 10 (the number obtained by dividing the number of payout balls (safe balls) by the number of out balls. So-called, machine ratio. Hereinafter, it may be referred to as "ball payout rate") appears, and the gaming value given to the player can be configured so as not to become too high. Further, in order to make the ball payout rate in this pachinko machine 10 equivalent to the ball payout rate of a normal pachinko machine having no limiter function, the decrease in the ball payout rate due to the limitation of the number of "continuous wins" is compensated by making it easier for the special symbol to hit the jackpot, or by making the continuation rate of the high-probability state of the special symbol high before reaching the limit. It is possible to realize a versatile gaming property that cannot be achieved with a normal pachinko machine having no limiter function.

[0180] Note that "continuous win" means that a favorable state occurs again from a state that is clearly advantageous to the player. In the first embodiment, it refers to the case of winning any jackpot again in the "probability variation state" or "time shortening state" in which the right-handed game is performed. Therefore, if a jackpot is won during the "probability variation state" or "time shortening state" in which the right-handed game can be performed, it corresponds to a "continuous win". After the "probability variation state" or "time shortening state" ends, in the "normal game state", or when the "latent probability variation state" where it is not notified whether it is the "probability variation state", and the winning assistance function is not operating, that is, when a jackpot is won during the left-handed game, it does not correspond to a so-called "continuous win" (corresponds to a so-called "first-time" jackpot).

[0181] As shown in FIGS. 8 and 9, the jackpot type table 202b is divided into those for the first special symbol and the second special symbol, and further divided into before and at the time of reaching the limit of the number of jackpot occurrences, and further divided into groups according to the game state in which the jackpot has occurred. In this group, it is a table in which the type of special symbol (that is, the first special symbol or the second special symbol), the jackpot type corresponding to the type of the special symbol, and the value of the jackpot type counter C2 are associated with each other.

[0182] In the pachinko machine 10 of the first embodiment, as jackpot types, there are "probability variation state A" corresponding to a "probability variation state" in which after a jackpot with a maximum number of rounds of 16 rounds, the jackpot probability of the special symbol and the hit probability of the normal symbol both become high probability states until the next jackpot; "probability variation state B" corresponding to a "probability variation state" in which after a jackpot with a maximum number of rounds of 4 rounds, the jackpot probability of the special symbol becomes a high probability state, and the hit probability of the normal symbol becomes a high probability state until 100 dynamic displays of the special symbol are executed; "latent probability variation state A" corresponding to a "latent probability variation state" in which after a jackpot with a maximum number of rounds of 4 rounds, the jackpot probability of the special symbol becomes a high probability state while the hit probability of the normal symbol becomes a low probability state; "time shortening state A" corresponding to a "time shortening state" in which after a jackpot with a maximum number of rounds of 4 rounds, although the jackpot probability of the special symbol is in a low probability state, the hit probability of the normal symbol becomes a high probability state until 100 dynamic displays of the special symbol are executed; and "through A" in which after a jackpot with a maximum number of rounds of 4 rounds, both the jackpot probability of the special symbol and the hit probability of the normal symbol become low probability states.

[0183] In the special figure 1 jackpot type table 202b1 and the special figure 2 jackpot type table 202b2, they are configured such that the jackpot types that can be selected based on the presence or absence of reaching the limit and the game state at the time when the jackpot occurs are different, and for each jackpot type, the possible values of the jackpot type counter C2 that determines the jackpot type are associated with each other.

[0184] In the example of the special winning type table 202b1 shown in FIG. 8, when a jackpot of the first special symbol occurs before reaching the limit and in the "normal game state", the values "0 to 9" of the jackpot type counter C2 are associated with "probability variation A", the values "10 to 29" of the jackpot type counter C2 are associated with "probability variation B", the values "30 to 89" of the jackpot type counter C2 are associated with "latent probability variation A", and the values "90 to 99" of the jackpot type counter C2 are associated with "time shortening A". Also, when a jackpot of the first special symbol occurs before reaching the limit and in the "latent probability variation state" (similarly for the "probability variation state" and the "time shortening state"), the values "0 to 9" of the jackpot type counter C2 are associated with "probability variation A", the values "10 to 19" of the jackpot type counter C2 are associated with "probability variation B", the values "20 to 89" of the jackpot type counter C2 are associated with "latent probability variation A", and the values "90 to 99" of the jackpot type counter C2 are associated with "time shortening A".

[0185] That is, in the winning or losing lottery of the first special symbol in the "normal game state" before reaching the limit, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first hold areas in the first hold ball storage area 203d is a jackpot value, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first hold area is determined from the special winning type table 202b1 of FIG. 1. For example, if the value of the jackpot type counter C2 is "7", "probability variation A" is determined as the jackpot type; if the value of the jackpot type counter C2 is "25", "probability variation B" is determined as the jackpot type; if the value of the jackpot type counter C2 is "43", "latent probability variation A" is determined as the jackpot type; if the value of the jackpot type counter C2 is "95", "time shortening A" is determined as the jackpot type.

[0186] On the other hand, in the winning lottery of the first special symbol in the "latent probability variation state" before reaching the limit, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first hold areas in the first hold ball storage area 203d is a jackpot value, the jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first hold area is determined from the special figure 1 jackpot type table 202b1. For example, if the value of the jackpot type counter C2 is "7", "probability variation A" is determined as the jackpot type; if the value of the jackpot type counter C2 is "12", "probability variation B" is determined as the jackpot type; if the value of the jackpot type counter C2 is "25", "latent probability variation A" is determined as the jackpot type; if the value of the jackpot type counter C2 is "95", "time shortening A" is determined as the jackpot type.

[0187] Therefore, in the "normal game state", when winning the jackpot in the dynamic display of the first special symbol before reaching the limit, the jackpot type of "probability variation A" is selected at a rate of 10%, the jackpot type of "probability variation B" is selected at a rate of 20%, the jackpot type of "latent probability variation A" is selected at a rate of 60%, and the jackpot type of "time shortening A" is selected at a rate of 10%. Also, in the "latent probability variation state", when winning the jackpot in the dynamic display of the first special symbol before reaching the limit, the jackpot type of "probability variation A" is selected at a rate of 10%, the jackpot type of "probability variation B" is selected at a rate of 10%, the jackpot type of "latent probability variation A" is selected at a rate of 70%, and the jackpot type of "time shortening A" is selected at a rate of 10%.

[0188] Therefore, before reaching the limit, in the "normal gaming state" and the "latent probability variation state", although the selection ratios of the jackpot types "probability variation A" and "time shortening A" are the same (both 10%), the jackpot type "probability variation B" is more likely to be selected in the "normal gaming state" than in the "latent probability variation state" (20% > 10%), and the jackpot type "latent probability variation A" is less likely to be selected (60% < 70%). As a gaming state, the "probability variation state" with a winning assistance function is a more advantageous gaming state for the player than the "latent probability variation state" without a winning assistance function. Therefore, the "latent probability variation state" is more likely to result in a jackpot of the special symbol than the "normal gaming state", while the "normal gaming state" is configured such that a more advantageous jackpot type for the player is selected than the "latent probability variation state".

[0189] Next, in the example of the special figure 1 jackpot type table 202b1 shown in FIG. 8, when a jackpot of the first special symbol occurs at the time of reaching the limit, regardless of whether it is in the "normal gaming state" or the "latent probability variation state", the value "0 to 89" of the jackpot type counter C2 is associated with "through A", and the value "90 to 99" of the jackpot type counter C2 is associated with "time shortening A".

[0190] That is, in the winning or losing lottery of the first special symbol in all gaming states at the time of reaching the limit, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first hold areas in the first hold ball storage area 203d is a value that results in a jackpot, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first hold area is determined from the special figure 1 jackpot type table 202b1. For example, if the value of the jackpot type counter C2 is "7", the jackpot type is determined to be "through A", and if the value of the jackpot type counter C2 is "95", the jackpot type is determined to be "time shortening A".

[0191] Therefore, in all gaming states, when winning a jackpot with the dynamic display of the first special symbol at the limit, the jackpot type of "Through A" will be selected at a rate of 90%, and the jackpot type of "Time-Saving A" will be selected at a rate of 10%.

[0192] Therefore, in the winning / losing lottery of the first special symbol before reaching the limit, the jackpot types that generate a high-probability state of the special symbol (i.e., the jackpot types of "Probability Variation A", "Probability Variation B", and "Latent Probability Variation A") are configured to be replaced with the jackpot types that generate a low-probability state of the special symbol and the normal symbol (i.e., the jackpot type of "Through A") at the limit. For this reason, in the situation where reaching the limit when the next jackpot occurs, when in the state of performing a left-handed game to execute the dynamic display of the first special symbol (i.e., the "Normal Gaming State" or the "Latent Probability Variation State"), even if winning the jackpot, there is a high possibility of transitioning to the "Normal Gaming State", resulting in a gaming result that is disadvantageous (with a low degree of advantage. The same applies hereinafter) to the player.

[0193] Next, in the example of the Special Figure 2 Jackpot Type Table 202b2 shown in FIG. 9, when a jackpot of the second special symbol occurs before reaching the limit and in all gaming states including the "Probability Variation State" and the "Time-Saving State", the value "0 to 89" of the jackpot type counter C2 is associated with "Probability Variation A", and the value "90 to 99" of the jackpot type counter C2 is associated with "Time-Saving A".

[0194] That is, in the winning or losing lottery of the second special symbol in all game states including the "probability variation state" and the "time shortening state" before reaching the limit, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second hold areas in the second hold ball storage area 203e is a value that results in a jackpot, the jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second hold area is determined from the special figure 2 jackpot type table 202b2. For example, if the value of the jackpot type counter C2 is "7", "probability variation A" is determined as the jackpot type, and if the value of the jackpot type counter C2 is "95", "time shortening A" is determined as the jackpot type.

[0195] Therefore, in all game states including the "probability variation state" and the "time shortening state", when winning a jackpot in the dynamic display of the second special symbol before reaching the limit, the jackpot type of "probability variation A" will be selected at a rate of 90% and the jackpot type of "time shortening A" will be selected at a rate of 10%.

[0196] Thus, in the "probability variation state" and the "time shortening state" before reaching the limit, the selection rate of the jackpot type "probability variation A" in the second special symbol is configured to be the same (both 90%), and the selection rate of the jackpot type "time shortening A" is also configured to be the same (both 10%). As a result, in the "probability variation state" and the "time shortening state" before reaching the limit, many game values are given (i.e., a 16-round jackpot), and the game state after the jackpot state is a game state in which the winning assistance function operates until the next jackpot, and the jackpot type "probability variation A" is likely to be given.

[0197] Next, in the example of the special figure 2 jackpot type table 202b2 shown in FIG. 9, when a jackpot of the second special symbol occurs at the time of reaching the limit, for any game state including the "probability variation state" and the "time shortening state", the values "0 to 99" of the jackpot type counter C2 are associated with "time shortening A".

[0198] That is, in the winning or losing lottery of the second special symbol in all game states at the time of limit arrival, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second hold areas in the second hold ball storage area 203e is a value that results in a jackpot, the jackpot type corresponding to the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second hold area is determined from the special figure 2 jackpot type table 202b2. Regardless of the value of the jackpot type counter C2, the jackpot type "Time Shortening A" is determined as the jackpot type.

[0199] Therefore, in all game states including the "Probability Variation State" and the "Time Shortening State", when winning the jackpot in the dynamic display of the second special symbol at the time of limit arrival, the jackpot type of "Time Shortening A" will be selected at a rate of 100%.

[0200] Thus, the jackpot type that causes the high probability state of the special symbol in the winning or losing lottery of the second special symbol before limit arrival (i.e., the jackpot type "Probability Variation A") is configured to be replaced by the jackpot type that only causes the high probability state of the normal symbol at the time of limit arrival (i.e., the jackpot type "Time Shortening A"). For this reason, in a situation where reaching the limit when the next jackpot occurs, when in a state where a right-handed game is played and the dynamic display of the second special symbol is executed (i.e., the "Probability Variation State" or the "Time Shortening State"), if winning the jackpot, at least a transition to the "Time Shortening State" occurs. Therefore, at the time of limit arrival, winning the jackpot in the second special symbol results in a more advantageous outcome for the player than winning the jackpot in the first special symbol. For this reason, at the time of limit arrival, the game result depends on whether staying in the game state of the right-handed game. Thus, the player can create a gameplay of how to continuously continue the game state of the right-handed game and improve the interest of the game.

[0201] In the pachinko machine 10 of the first embodiment, in the so-called "normal game state" and "latent probability variation state" where the execution of left-handed games is encouraged, since the prize assistance function is not activated, it is easier to configure to play a left-handed game and win a ball at the first starting port 64a than to play a right-handed game and win a ball at the second starting port 64b. For this reason, in the "normal game state" or "latent probability variation state", the player is configured to be able to execute a game based on the dynamic display of the first special symbol by playing a left-handed game, but is also configured to be able to execute a game based on the dynamic display of the second special symbol by playing a right-handed game. Also, in the so-called "probability variation state" and "time shortening state" where the execution of right-handed games is encouraged, since the prize assistance function is activated, it is easier to configure to play a right-handed game and win a ball at the second starting port 64b than to play a left-handed game and win a ball at the first starting port 64a. For this reason, in the "probability variation state" or "time shortening state", the player is configured to be able to execute a game based on the dynamic display of the second special symbol by playing a right-handed game, but is also configured to be able to execute a game based on the dynamic display of the first special symbol by playing a left-handed game. Therefore, in the special figure 1 jackpot type table 202b1 and the special figure 2 jackpot type table 202b2, the values of the jackpot type counter C2 are associated with each game state in order to correspond to the above events.

[0202] Here, referring to FIG. 10, the game mode (launch mode) in the game state of the pachinko machine 10 in the first embodiment and the transition of the game state (so-called game flow) based on each jackpot type selected in each game state will be described. FIG. 10 is a diagram schematically showing the game flow based on jackpot winning etc. in the pachinko machine 10. Note that FIG. 10 illustrates the transition of the game state based on the launch mode encouraged in each game state, and the transition of the game state based on the launch mode not encouraged in each game state (for example, the variation effect of the first special symbol by a left-handed game in the "probability variation state") is an irregular case, so its illustration and explanation are omitted.

[0203] In the pachinko machine 10 of the first embodiment, as described above, four game states, namely, the "normal game state", the "latent probability variation state", the "probability variation state", and the "time shortening state", are provided. In the game state in which the player stays, the player shoots balls at the winning holes 64a and 64b where winning is possible or easy, and plays the game while paying attention to whether a jackpot occurs in the dynamic display of the special symbol that is executed when a ball wins in any of the winning holes 64a and 64b.

[0204] In the initial state of the pachinko machine 10 of the first embodiment, first, the game starts in the "normal game state". In this "normal game state", the jackpot probability of the special symbol is in a low probability state, and it is difficult for a jackpot to occur. Also, in the "normal game state", the winning assist function is not operating (so-called, no electric assist state), and it is difficult for a ball to win in the second start hole 64b. For this reason, in the "normal game state", the player plays a left-handed game, shoots the ball toward the first start hole 64a, and plays the game aiming to cause a jackpot in the dynamic display of the first special symbol. Then, when a ball wins in the first start hole 64a and a jackpot occurs in the dynamic display of the first special symbol based on the winning, the destination game state is determined according to the jackpot type of the jackpot.

[0205] Here, in the "normal gaming state", when winning the jackpot type "probability variation A" before reaching the limit, after going through the jackpot state based on the jackpot, it transitions to the "probability variation state" where the winning assistance function operates until the next jackpot. Also, when winning the jackpot type "probability variation B" before reaching the limit, after going through the jackpot state based on the jackpot, it transitions to the "probability variation state" where the winning assistance function operates until the dynamic display of the special symbols is executed 100 times. Further, when winning the jackpot type "latent probability variation A" before reaching the limit, after going through the jackpot state based on the jackpot, it transitions to the "latent probability variation state". Also, when winning the jackpot type "time shortening A" before or at the time of reaching the limit, after going through the jackpot state based on the jackpot, it transitions to the "time shortening state" where the winning assistance function operates until the dynamic display of the special symbols is executed 100 times. Also, when winning the jackpot type "direct passage A" at the time of reaching the limit, after going through the jackpot state based on the jackpot, it returns to the "normal gaming state" again.

[0206] Note that in the pachinko machine 10 of the first embodiment, in each jackpot state based on the dynamic display of the special symbols, the execution of the dynamic display of the special symbols is prohibited and is in a state where its execution is suspended, while the variable display of the normal symbols can be executed. The winning probability of the normal symbols and the operation mode of the normal electric winning combination 64c in this state are configured to be in a state equivalent to the "normal gaming state" (that is, a low probability state and a non-opening extension state).

[0207] Next, when shifting to the "latent probability variation state", in this "latent probability variation state", similar to the "normal game state", the winning assistance function is not activated (so-called, no electric assist state), and it is in a state where it is difficult to win a ball into the second start port 64b. On the other hand, in the "latent probability variation state", the jackpot probability of the special symbol is in a high probability state, and it is in a state where a jackpot is more likely to occur than in the "normal game state". For this reason, the player plays a left-handed game in the "latent probability variation state" in the same way as in the "normal game state", shoots the ball towards the first start port 64a, and plays the game aiming to generate a jackpot in the dynamic display of the first special symbol. Then, when a ball wins the first start port 64a and a jackpot occurs in the dynamic display of the first special symbol based on the winning, the destination game state is determined according to the jackpot type of the jackpot.

[0208] Also, in the first embodiment, the "latent probability variation state" is configured to perform an effect equivalent to that of the "normal game state". Specifically, for example, the jackpot mode of the variation effect that triggers the transition (jackpot type "probability variation A" or "probability variation B", jackpot type "latent probability variation A" or "through A", or jackpot symbols such as jackpot type "probability variation B" or "time shortening A"), the effect during the jackpot state, or the mode of the variation effect during the stay, etc. have the same or substantially the same content executed in the "latent probability variation state" and the "normal game state". By configuring in this way, it is made difficult for the player to distinguish whether they are playing in the "latent probability variation state" or the "normal game state", creating a gameplay that allows the player to speculate on which game state it is, and aiming to improve the interest of the game.

[0209] Here, in the "latent probability variation state", if a jackpot of the type "probability variation A" is won before the limit is reached, after going through the jackpot state based on that jackpot, it will shift to the "probability variation state" where the winning assistance function operates until the next jackpot. Also, if a jackpot of the type "probability variation B" is won before the limit is reached, after going through the jackpot state based on that jackpot, it will shift to the "probability variation state" where the winning assistance function operates until 100 dynamic displays of the special symbol are executed. Furthermore, if a jackpot of the type "latent probability variation A" is won before the limit is reached, after going through the jackpot state based on that jackpot, it will again become the "latent probability variation state". Also, if a jackpot of the type "time shortening A" is won before or at the time of reaching the limit, after going through the jackpot state based on that jackpot, it will shift to the "time shortening state" where the winning assistance function operates until 100 dynamic displays of the special symbol are executed. Additionally, if a jackpot of the type "direct hit A" is won at the time of reaching the limit, after going through the jackpot state based on that jackpot, it will shift to the "normal gaming state".

[0210] Next, when shifting to the "time shortening state", in this "time shortening state", similar to the "normal gaming state", the jackpot probability of the special symbol is in the low probability state. On the other hand, in the "time shortening state", the winning assistance function operates from after the end of the jackpot until 100 dynamic displays of the special symbol are executed (so-called, the state with electric support available), and by winning with the variable display of the normal symbol, it becomes a state where it is easy to win a ball into the second start port 64b. For this reason, during the "time shortening state", the player plays a right-handed game and shoots the ball towards the through gate 67 and the second start port 64b, aiming to generate a jackpot in the dynamic display of the second special symbol. Then, when a ball wins into the second start port 64b and a jackpot occurs in the dynamic display of the second special symbol based on that win, the destination gaming state is determined according to the jackpot type of that jackpot.

[0211] Here, in the "time - shortened state", if a jackpot of the type "Sure Change A" is won before the limit is reached, after going through the jackpot state based on that jackpot, it will shift to a "probability - variable state" where the winning - assistance function operates until the next jackpot. Also, if a jackpot of the type "Time - Shortened A" is won before or at the limit, after going through the jackpot state based on that jackpot, it will remain in the "time - shortened state" where the winning - assistance function operates until the dynamic display of the special symbol is executed 100 times.

[0212] That is, in the "time - shortened state" where right - hand hitting games are recommended, as long as a right - hand hitting game is being played, since the jackpot type "Latent Sure Change A" is not selected based on winning at the second start port 64b, it is configured such that when winning the jackpot of the second special symbol, it does not shift from the "time - shortened state" to the "latent probability - variable state". Also, in the same "time - shortened state", as long as a right - hand hitting game is being played, since the jackpot type "Break - Through A" is not selected based on winning at the second start port 64b, it is configured such that when winning the jackpot of the second special symbol, it does not shift from the "time - shortened state" to the "normal game state". Therefore, when winning the jackpot of the second special symbol in the "time - shortened state", in either case of before or at the limit being reached, in order to win a jackpot type with a winning - assistance function, it is configured to shift to a game state that is equivalent to or superior (the probability of the special symbol jackpot is from a low - probability state to a high - probability state) to the "time - shortened state". Thus, when winning a jackpot in the "time - shortened state", it does not shift to a game state that is more disadvantageous (lower in favorability) than the "time - shortened state", and it is possible to continuously execute right - hand hitting games including the jackpot state.

[0213] Also, in the "time shortening state", since the jackpot type "probability variation B" is not selected based on winning at the second start port 64b, when winning a jackpot that causes the "probability variation state", it will always be the jackpot type "probability variation A", that is, the "probability variation state" in which the winning assistance function operates until the next jackpot. Therefore, in the "time shortening state", the game playability of how to win a jackpot that causes the "probability variation state" is created. Thus, for example, even if the limiter activates during the continuation of the "probability variation state" and enters the "time shortening state", during this "time shortening state", by winning a jackpot (i.e., the jackpot type "probability variation A") in which the right-handed game is executed (continued) again, the jackpot limiter (number of times limit) is initialized, and the winning assistance function operates until the next jackpot. And when it becomes the "probability variation state" where the special symbol is in a high probability state, in this "probability variation state", it is possible to make the jackpot type "probability variation A" continue until the jackpot limit number of times, and it is possible to increase the game value that can be given by the pull-back. As a result, the player's game motivation in the "time shortening state" can be stimulated, and the interest of the game can be improved.

[0214] In the pachinko machine 10 of the first embodiment, the "time shortening state" occurs when the dynamic display of the special symbol is executed a predetermined number of times (100 times in the first embodiment) without a jackpot occurring in the dynamic display of the special symbol (so-called, the end of the electric support), the operation of the winning assistance function stops (ends), and the game state changes to a game state with a low probability of the special symbol hitting a jackpot and without the winning assistance function, that is, the "normal game state". In this case, since the winning assistance function stops operating, it is configured to suggest the execution of the left-handed game to the player and cause the right-handed game to be changed to the left-handed game.

[0215] Next, when shifting to the "probability variation state", in this "probability variation state", similar to the "latent probability variation state", the jackpot probability of the special symbol becomes a high-probability state, and it is a state where a jackpot is more likely to occur than in the "normal game state" or the "time shortening state". Also, in the "probability variation state", similar to the "time shortening state", the winning assistance function is operating (so-called, the state with electric assist available), and by winning a hit in the variable display of the normal symbol, it becomes a state where it is easy to win a ball into the second start port 64b. For this reason, the player plays a right-handed game in the "probability variation state", fires the ball toward the through gate 67 and the second start port 64b, and plays the game aiming to generate a jackpot in the dynamic display of the second special symbol. Then, when a ball wins into the second start port 64b and a jackpot occurs in the dynamic display of the second special symbol based on this winning, the destination game state is determined according to the jackpot type of the jackpot.

[0216] Here, in the "probability variation state", if a win is obtained for the jackpot type "probability variation A" before reaching the limit, after going through the jackpot state based on this jackpot, it again becomes the "probability variation state" where the winning assistance function operates until the next jackpot. Also, if a win is obtained for the jackpot type "time shortening A" before reaching the limit or at the time of reaching the limit, after going through the jackpot state based on this jackpot, it shifts to the "time shortening state" where the winning assistance function operates until the dynamic display of the special symbol is executed 100 times.

[0217] That is, in the "probability variation state" where right-handed games are recommended, similar to the "time shortening state", since the jackpot type "latent probability variation A" is not selected based on winning at the second start port 64b, when winning a jackpot, it is configured not to shift from the "probability variation state" to the "latent probability variation state". Also, in the same "probability variation state", since the jackpot type "through A" is not selected based on winning at the second start port 64b, when winning a jackpot, it is configured not to shift from the "probability variation state" to the "normal game state". Therefore, when winning a jackpot on the second special symbol in the "probability variation state", regardless of whether it is before or at the limit arrival, in order to win a jackpot type with a prize assistance function, it is possible to continuously execute right-handed games including the jackpot state.

[0218] Also, in the "probability variation state", as long as a right-handed game is being played, since the jackpot type "probability variation B" is not selected based on winning at the second start port 64b, when winning a jackpot on the second special symbol, it is configured not to shift from the "probability variation state where the prize assistance function operates until the next jackpot" to the "probability variation state where the dynamic display is executed a predetermined number of times and the prize assistance function operates". That is, in the "probability variation state", when winning a jackpot type where the "probability variation state" occurs again, it is always configured to shift (and maintain) to a game state equivalent to the current "probability variation state" in order to win a jackpot type where the prize assistance function continues until the next jackpot. Therefore, in the "probability variation state", a gameplay is created on how to make the player win a jackpot where the "probability variation state" occurs again before the limiter operates. Thus, it is possible to stimulate the player's gaming desire in the "probability variation state" and improve the interest of the game.

[0219] In the pachinko machine 10 of the first embodiment, the "probability variation state" having a limit on the number of times of the winning assistance function, that is, the "probability variation state" triggered by the jackpot type "probability variation B", is configured to perform the same presentation as the "time shortening state". Specifically, for example, the jackpot mode (jackpot symbol, etc.) of the variation presentation that triggers the transition, the presentation during the jackpot state, or the mode of the variation presentation after the jackpot ends, etc. have the same or substantially the same content in the "probability variation state" triggered by the jackpot type "probability variation B" and the "time shortening state". By configuring in this way, while the dynamic display of at least the (second) special symbol is performed a predetermined number of times, it is made difficult for the player to determine whether they are playing the game in the "probability variation state" or the "time shortening state", creating a game property that allows the player to speculate on which game state it is, and aiming to improve the interest of the game.

[0220] Also, the "probability variation state" having a limit on the number of times of the winning assistance function, that is, the "probability variation state" triggered by the jackpot type "probability variation B", when the dynamic display of the special symbol is executed a predetermined number of times (100 times in the first embodiment) without a jackpot occurring in the dynamic display of the special symbol (so-called, the end of the electric support), the operation of the winning assistance function stops (ends), and it shifts to a game state that does not have the winning assistance function although the jackpot probability of the special symbol is in a high probability state, that is, the "latent probability variation state". In this case, since the winning assistance function stops operating, it is configured to suggest the execution of the left-handed game to the player and cause the right-handed game to be changed to the left-handed game.

[0221] As described above, in the pachinko machine 10 of the first embodiment, it may be difficult for the player to distinguish between the "probability variation state" and the "time shortening state", or between the "latent probability variation state" and the "normal game state". By configuring in this way, for example, it can be made difficult for the player to determine whether the winning of the jackpot type "time shortening A" is due to the operation of the limiter, whether the winning of the jackpot type "probability variation B" is before reaching the limiter, or whether the winning of the jackpot type "through A" is due to the operation of the limiter, and whether the winning of the jackpot type "latent probability variation A" is before reaching the limiter. As a result, it is made difficult for the player to recognize whether the limiter has been reached, creating a gaming property that allows the player to speculate whether the limit has been reached, enhancing the player's willingness to continue the game and improving the interest of the game.

[0222] Note that the probability of each jackpot type being selected when a jackpot occurs is appropriately set according to the model. And according to the set probability, in the jackpot type table 202b, the value of the jackpot type counter C2 associated with each jackpot type is defined.

[0223] Also, the probability of the jackpot type being selected may be changed according to the game state of the pachinko machine 10. In this case, a jackpot type table 202b corresponding to each game state is prepared, and in each jackpot type table 202b, the number of values of the jackpot type counter C2 associated with each jackpot type may be changed.

[0224] Returning to FIG. 6, the description of various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by "1" in order within the range of, for example, "0 to 99", and return to "0" after reaching the maximum value (that is, "99").

[0225] In the first embodiment, the general mode of the variable effect at the time of a big win and a loss displayed on the third symbol display device 81 is selected according to the number of queued variable effects and the value of the stop pattern selection counter C3. Specifically, a "non-reach (long)" effect mode or a "non-reach (short)" effect mode in which "reach display" does not occur, a "normal reach" effect mode in which only the variable elements of "normal reach" are executed as "reach display", a "super reach" effect mode in which the variable elements of "super reach" are executed by developing from the variable elements of the "normal reach", and a "special reach" effect mode in which the variable elements of "special reach" are executed by developing from the variable elements of the "normal reach" are selected.

[0226] Here, each effect mode will be described in detail. Among the effect modes, the "non-reach (long)" effect mode and the "non-reach (short)" effect mode (hereinafter, the "non-reach (long)" effect mode and the "non-reach (short)" effect mode may be collectively referred to as the "non-reach" effect mode) are effect modes in which, in the third symbol display device 81 where three symbol columns (not shown) vary as a variable effect of a special symbol, after the variable element of "high-speed variation" in which each symbol column is shuffled at high speed, the same third symbol does not stop in the two symbol columns that stop first and "reach display" does not occur.

[0227] The variable element of "high-speed variation" refers to, for example, a variable element in which the third symbol displayed in each symbol column is scrolled downward at high speed in the vertical direction of the display screen in the variable effect of the third symbol performed by the third symbol display device 81. In this "high-speed variation", an effect is executed in which the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and the stop results of the variable effects stopped and displayed last time are irregularly mixed (shuffled).

[0228] In the pachinko machine 10 of the first embodiment, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is configured to be performed except for a specific effect mode ("non-reach (short)" effect mode).

[0229] The variable element of "low-speed variation" refers to the variable element in the variation performance of the third symbol in the third symbol display device 81, which scrolls the third symbol at a low speed at a speed visible to the player after the variable element of the above "high-speed variation". In this variable element of "low-speed variation", while allowing the player to recognize the display content of the third symbol, each symbol column is stopped and displayed in order. When the same third symbol stops in the two symbol columns (for example, the left symbol column and the right symbol column) that stop and display first, it is considered that "reach display" has occurred, and it develops into the variable element of "normal reach". On the other hand, when different third symbols stop in the two symbol columns that stop and display first, the remaining symbol columns are stopped and displayed, and the variation performance is configured to end. The details of each variable element including the variable element of "high-speed variation" or the variable element of "low-speed variation" will be described later.

[0230] Therefore, in the "non-reach (long)" performance mode, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is performed, and each symbol column stops in order. Different third symbols stop in the two symbol columns that stop first, and the remaining one symbol column stops, and one variation performance ends. On the other hand, in the "non-reach (short)" performance mode, after "high-speed variation" is performed, the variable element of "low-speed variation" is not performed. After the end of the variable element of "high-speed variation", each symbol column stops simultaneously. Different third symbols stop in the two symbol columns (for example, the two symbol columns that stop first in the "non-reach (long)" performance mode), and the other symbol columns also stop, and one variation performance ends.

[0231] Among the performance modes, the "normal reach" performance mode is one of the performance modes of "reach display" in which, in the variation performance of the third symbol in the third symbol display device 81, immediately after the same third symbol stops in the two symbol columns that stop and display first, the variable element of "normal reach" is executed and does not develop into other "reach displays", that is, the variable elements of "super reach" and "special reach".

[0232] Among the performance modes, the "Super Reach" performance mode is one of the performance modes of the "Reach Display" in which the variable elements of "Super Reach" are executed by developing from the variable elements of "Normal Reach".

[0233] Among the performance modes, the "Special Reach" performance mode is one of the performance modes of the "Reach Display" in which the variable elements of "Special Reach" are executed by developing from the variable elements of "Normal Reach".

[0234] The value of the stop pattern selection counter C3 is updated, for example, periodically (once every timer interrupt process (see FIG. 23) in the first embodiment). And at the timing when the ball wins the first starting port 64a, it is stored in the stop pattern selection counter storage area 203d3 of the first hold area where the big win random number counter C1 is stored among the first hold first to fourth areas provided in the first hold ball storage area 203d corresponding to the first starting port 64a. Also, at the timing when the ball wins the second starting port 64b, it is stored in the stop pattern selection counter storage area 203e3 of the second hold area where the big win random number counter C1 is stored among the second hold first to fourth areas provided in the second hold ball storage area 203e corresponding to the second starting port 64b.

[0235] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to be different according to the success or failure of the variable performance, the current game state, and the number of variable performances (number of held balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202d are provided and configured to be selected according to the number of variable performances (number of held balls) of both special symbols during standby, etc.

[0236] Also, in the first embodiment, when determining the detailed variation pattern of the variation effect, first, based on the reservation number table 202c provided in the ROM 202, any stop pattern table 202d corresponding to the success or failure of the variation effect, the current game state, and the current number of variation effects (reserved ball number) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, an effect mode, which is a rough mode of the variation effect, is selected. After that, based on the selected effect mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation effect is determined.

[0237] These multiple types of provided stop pattern tables 202d are set such that the range of random number values of the stop pattern selection counter C3 for which the effect mode is selected is different for each stop pattern table 202d. The reason for preparing multiple of these stop pattern tables 202d is to change the selection ratio of the effect mode of the variation effect according to the success or failure of the variation effect, the game state, and the reserved ball number. That is, (1) whether a jackpot occurs in the obtained variation effect of the third symbol, (2) whether the current game state of the pachinko machine 10 is a "probability variation state", "latent probability variation state", "time reduction state", or "normal game state", and (3) how many reserved balls of the reserved variation effect there are, in order to change the selection ratio of the effect mode.

[0238] This is, as the first reason, to change the expectation level of winning the jackpot for each effect mode. That is, by configuring to vary the ratio of selecting the stop pattern, that is, the "non-reach" effect mode, "normal reach" effect mode, "super reach" effect mode, and "special reach" effect mode, when winning the jackpot lottery and when losing the jackpot lottery, the expectation level of winning the jackpot for each effect mode is changed. Specifically, for example, when winning the jackpot lottery, it is configured to easily select the "super reach" effect mode or the "special reach" effect mode, and when not winning the jackpot lottery, it is configured to easily select the "non-reach" effect mode or the "normal reach" effect mode.

[0239] By configuring in this way, the "Super Reach" effect mode and the "Special Reach" effect mode can be made into effects that are likely to result in a big win, and the "Normal Reach" effect mode and the "Non-Reach" effect mode can be made into effects that are difficult to result in a big win or do not result in a big win, and the expected degree of a big win for each effect mode can be differentiated. Therefore, when an effect that is likely to result in a big win appears in the variable effect, while that effect that is likely to result in a big win is being performed, it suggests to the player that there is a high possibility of a big win occurring during the performance of that effect that is likely to result in a big win, enhancing the interest of the game.

[0240] In the pachinko machine 10 of the first embodiment, specifically, when the acquired lottery result is a big win, it is configured to select an effect mode (stop pattern), which is the general content of the variable effect, based on the stop pattern table 202d that makes it easy to select an effect that is likely to result in a big win and difficult to select an effect that is difficult to result in a big win. On the other hand, when the acquired lottery result is a loss, it is configured to select an effect mode (stop pattern) of the variable effect based on the stop pattern table 202d that makes it difficult to select an effect that is likely to result in a big win and easy to select an effect that is difficult to result in a big win. Thereby, when notifying the player of the lottery result of the third symbol in the variable effect, when an effect that is likely to result in a big win is being executed, it is made easy for a big win to occur in that variable effect, and when an effect that is difficult to result in a big win is being executed, it is made difficult for a big win to occur in that variable effect. By providing a difference in the expected value of a big win for each effect mode (stop pattern), the interest of the game can be enhanced during the execution of that variable effect.

[0241] Also, as the second reason, it is to minimize the waste balls (so-called non-lottery of the special symbol due to overflow winning) based on the ball entry into the first start port 64a when the waiting count of the variable effect of the first special symbol has reached the upper limit, or the ball entry into the second start port 64b when the waiting count of the variable effect of the second special symbol has reached the upper limit.

[0242] Specifically, the maximum number of waiting times for the variation effects of the first special symbol and the second special symbol is set to a maximum of 4 times each, and since the variation effect is executed for at least a certain period of time, in a gaming state where balls are likely to enter the second starting port 64b in the "probability variation state", "latent probability variation state", and "time shortening state", it is easy to reach the maximum number of retained balls of the second special symbol. In these gaming states, if a variation effect with a long variation time is selected, balls frequently enter the second starting port 64b in a state where the maximum number of retained balls of the second special symbol has been reached. Despite the fact that balls have entered the second starting port 64b, the lottery opportunity for the second special symbol cannot be obtained. Also, even in the "normal gaming state", if a variation effect with a long variation time is selected in a state where the maximum number of retained balls of the first special symbol has been reached, the number of retained balls of the first special symbol is not consumed during the execution of the variation effect. Therefore, even if a ball enters the first starting port 64a during that time, the lottery opportunity for the first special symbol cannot be obtained. In such a state, the player determines that no gaming value can be obtained even if a ball is made to enter the first starting port 64a, and stops firing the ball and interrupts the game until the variation effect is consumed and the number of retained balls can be obtained again. When the game is interrupted, the operation rate of the pachinko machine 10 decreases, which affects the operation of the game parlor.

[0243] Therefore, in the pachinko machine 10 of the first embodiment, in a gaming state where it is easy to reach the maximum number of retained balls of the third symbol (the first special symbol or the second special symbol), or when the number of retained balls is close to (or equal to) the maximum number of retained balls, the mode of the variation effect is selected based on the stop pattern table 202d where a short variation time is likely to be selected. As a result, it is possible to suppress the entry of balls into the first starting port 64a or the second starting port 64b in a state where the maximum number of retained balls of the third symbol (the first special symbol or the second special symbol) has been reached.

[0244] Furthermore, as a third reason, by setting a long execution time to delay the end of the variable effect, the state in which the variable effect is being executed is maintained for a long time. Specifically, when the number of balls on hold for the variable effect is small (or none), if a ball is not newly entered into either the first starting port 64a or the second starting port 64b within the variable time of the variable effect being executed, the next variable effect cannot be started, and a demo screen or the like must be displayed on the third symbol display device 81. When the variable effect is not performed on the third symbol display device 81 even though the player is firing balls to play the game, the player cannot obtain the interest related to the jackpot lottery that the player desires, and the player will become bored with the game. In addition, since the variable effect is not performed on the third symbol display device 81, the player may recognize that the pachinko machine 10 is one in which it is difficult for a ball to enter the first starting port 64a or the second starting port 64b, and may judge that it is a machine with difficult-to-obtain game value, and there is a possibility that the player will stop playing on the pachinko machine 10.

[0245] Therefore, in the pachinko machine 10 of the first embodiment, when the number of balls on hold for the variable effect is small, the production mode of the variable effect is selected based on the stop pattern table 202d in which a long variable time is likely to be selected. Thereby, it is configured to make it difficult for a situation where the variable effect is not performed on the third symbol display device 81 to occur, and the execution state of the variable effect on the third symbol display device 81 can be maintained for a long time.

[0246] Here, with reference to FIG. 11, the details of the hold number table 202c will be described. FIG. 11 is a diagram schematically showing the hold number table 202c. As described above, in the pachinko machine 10 of the first embodiment, when performing a variable effect based on a ball entering the first starting port 64a or the second starting port 64b, referring to the hold number table 202c based on the success or failure of the variable effect, the game state at that time, and the total number of holds of the variable effects of Special Drawing 1 and Special Drawing 2 at that time, and is configured to select any one of the stop pattern tables 202d1 to 202d3. Then, based on any one of the selected stop pattern tables 202d1 to 202d3 and the value of the stop pattern selection counter C3, a rough production mode of the variable effect is determined.

[0247] Specifically, as shown in the reserved number table 202c of FIG. 11, when extracting misses in the "normal game state" or "latent probability variation state" where left-handed games are played and the total number of reserved balls is "1 to 3", or when extracting misses in the "probability variation state" or "time shortening state" where right-handed games are played and the total number of reserved balls is "1", the A table 202d1 (see FIG. 12(a)) of the stop pattern table 202d is selected.

[0248] Also, when extracting misses in the "normal game state" or "latent probability variation state" where left-handed games are played and the number of reserved balls is "4 to 8", or when extracting misses in the "probability variation state" or "time shortening state" where right-handed games are played and the number of reserved balls is "2 to 8", the B table 202d2 (see FIG. 12(b)) of the stop pattern table 202d is selected.

[0249] Furthermore, when a jackpot is won, regardless of the game state (i.e., "normal game state", "latent probability variation state", "probability variation state" or "time shortening state") and regardless of the number of reserved balls (i.e., 1 to 8), the C table 202d3 (see FIG. 12(c)) of the stop pattern table 202d is selected.

[0250] That is, when winning any jackpot, regardless of the number of reserved balls and game state at that time, the stop pattern table 202d (C table 202d3) is selected based only on the type of jackpot. Only when not winning the jackpot (i.e., when missing), the stop pattern table 202d (A table 202d1 or B table 202d2) is selected based on the number of reserved balls and game state at that time.

[0251] Even when winning a jackpot, the stop pattern table 202d may be configured to vary according to the number of hold balls. For example, when winning a jackpot and the number of hold balls is large, a stop pattern table 202d (e.g., a "super reach" production mode or a "special reach" production mode with a "high-speed variation" variation element of 5 seconds) with a relatively short variation pattern may be configured to be selectable.

[0252] In this case, in each production mode where "reach display" is executed, it is configured to select a production mode in which only the time of the "high-speed variation" variation element part is changed from 10 seconds to 5 seconds. By configuring in this way, for example, when starting a variation production in a state where the maximum number of hold balls of the first special symbol is 4 times, even if the "high-speed variation" variation element is performed for 5 seconds, at the time when the 5-second "high-speed variation" variation element ends (the time recognized as the 5-second "high-speed variation" variation element), "reach display" may occur in that variation production. Therefore, even when the 5-second "high-speed variation" variation element is performed, by configuring so that a production mode in which "reach display" other than the "non-reach (short)" production mode is executed is executed, it becomes impossible to tell whether the variation production will result in a jackpot or a loss at the time of execution of the 5-second "high-speed variation" variation element.

[0253] Here, with reference to FIG. 12, each stop pattern table 202d will be described. FIG. 12(a) is a diagram schematically showing an example of the A table 202d1 of the stop pattern table 202d, FIG. 12(b) is a diagram schematically showing an example of the B table 202d2 of the stop pattern table 202d, and FIG. 12(c) is a diagram schematically showing an example of the C table 202d3 of the stop pattern table 202d.

[0254] As shown in Fig. 12(a), in the A table 202d1 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" performance mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance mode is set to "98" and "99". In the A table 202d1, no value of the stop pattern selection counter C3 is assigned to the "non-reach (short)" performance mode, and it is set so that the "non-reach (short)" performance mode is not selected.

[0255] Next, as shown in Fig. 12(b), in the B table 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (short)" performance mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance mode is set to "98, 99". In the B table 202d2, no value of the stop pattern selection counter C3 is assigned to the "non-reach (long)" performance mode, and it is set so that the "non-reach (long)" performance mode is not selected.

[0256] That is, in the A table 202d1, it is set so that the selection ratios are 75% for the "non-reach (long)" performance mode, 20% for the "normal reach" performance mode, 3% for the "super reach" performance mode, and 2% for the "special reach" performance mode. Also, in the B table 202d2, it is set so that the selection ratios are 75% for the "non-reach (short)" performance mode, 20% for the "normal reach" performance mode, 3% for the "super reach" performance mode, and 2% for the "special reach" performance mode.

[0257] Therefore, in the A table 202d1, the "non-reach (long)" effect mode is selected, and in the B table 202d2, the "non-reach (short)" effect mode is selected instead of the "non-reach (long)" effect mode.

[0258] Therefore, it can be said that the variation time of the selected variation effect in the A table 202d1 is more likely to be relatively long compared to the B table 202d2. In other words, it can be said that the variation time of the selected variation effect in the B table 202d2 is more likely to be short compared to the A table 202d1.

[0259] Note that the selection ratios of the "normal reach" effect mode, "super reach" effect mode, and "special reach" effect mode for the A table 202d1 and the B table 202d2 are set equally.

[0260] In this way, when the lottery result of a miss is extracted, the effect mode of the variation effect is configured to be selected based on the number of hold balls of the variation effect in hold. For example, when the number of hold balls of the variation effect is large, the "non-reach (short)" effect mode with a short variation effect time is selected. Thereby, when the number of hold balls of the variation effect is large, the execution time of the executed variation effect can be shortened, and the number of executions of the variation effect can be increased, so that the execution efficiency of the variation effect can be improved.

[0261] Also, for example, when the number of hold balls of the variation effect is small, in order to ensure the ball entry time into the first start port 64a or the second start port 64b, the "non-reach (long)" effect mode with a longer variation effect time than the "non-reach (short)" effect mode is selected. Thereby, since the "non-reach (long)" effect mode with a longer variation effect time than when the "non-reach (short)" effect mode is selected can be performed, it becomes easier to ensure the ball entry time into the first start port 64a or the second start port 64b, and by increasing the possibility of a new start winning occurring during the execution time of the variation effect in the third symbol display device 81, the situation where the variation effect is being executed can be maintained.

[0262] In the first embodiment, in the selection of the effect mode in the losing variation effect, the stop pattern table 202d selected based on the number of hold balls of the variation effect is configured to be different. However, the determination of the variation effect based on the entry of the ball into the first starting port 64a or the second starting port 64b and the determination of the variation effect based on the start time of the variation effect based on the entry are configured such that substantially the same effect mode is selected.

[0263] Specifically, in the case of the losing variation effect, either the A table 202d1 or the B table 202d2 is selected based on the number of hold balls of the variation effect. However, in the A table 202d1 and the B table 202d2, the values of the stop pattern counter C3 assigned to the "non-reach (long)" effect mode or the "non-reach (short)" effect mode are the same, and the values of the stop pattern counter C3 assigned to other effect modes are also set to be the same respectively.

[0264] That is, only whether the "non-reach (long)" effect mode or the "non-reach (short)" effect mode is selected differs based on the number of hold balls of the variation effect, so substantially the same effect mode is selected. Therefore, even when the game state transitions (for example, the number of hold balls increases), the effect mode selected at the start winning and the effect mode selected at the start of the variation are substantially the same. As a result, even when a preview is performed based on the effect mode selected at the start winning, in the variation effect targeted by the preview, an effect that does not conflict with the content of the preview can be executed.

[0265] Next, as shown in FIG. 12(c), in the C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "Normal Reach" presentation mode is set from "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "Super Reach" presentation mode is set from "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "Special Reach" presentation mode is set from "40" to "99". Note that the C table 202d3 is the stop pattern table selected at the time of a big win, and since "Reach display" always occurs, each "Non-Reach" presentation mode is not selected.

[0266] That is, in the C table 202d3, it is set so that the selection ratio of the "Normal Reach" presentation mode is 5%, the "Super Reach" presentation mode is 35%, and the "Special Reach" presentation mode is 60%.

[0267] Therefore, in the variable presentation at the time of a big win win, the selection ratio is high in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode, and in the variable presentation at the time of a loss, the selection ratio is high in the order of "Normal Reach" presentation mode > "Super Reach" presentation mode > "Special Reach" presentation mode. Accordingly, the big win expectation degree at the appearance of each "Reach display" is configured so that the possibility of the big win display result appearing is high in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode. Thereby, the expectation degree for a big win can be shown to the player according to the type of the presentation mode of the variable presentation, and the player can experience a sense of exhilaration for a big win according to the presentation mode of the variable presentation executed.

[0268] From the above, by determining the presentation mode of the variable presentation based on the success or failure of the variable presentation, the game state at that time, and the number of held balls of the variable presentation at that time, it is possible to select a presentation mode that shortens the execution time of the variable presentation and increases the number of executions of the variable presentation based on the situation in which the game is being played, thereby increasing the execution efficiency of the variable presentation.

[0269] In addition, when there are a large number of balls on hold for the variable display (for example, "4" balls), when "Reach Display" is selected, a stop pattern table 202d with shortened "High-speed Variation" display elements for each "Reach Display" may be provided. Also, when there are a large number of balls on hold for the variable display, a stop pattern table 202d with the "Low-speed Variation" display elements omitted in each display mode may be provided. Furthermore, a stop pattern table 202d with completely different selection rates for each display mode may be provided according to the number of balls on hold for the variable display. However, when the selection rates for each display mode differ according to the number of balls on hold for the variable display, when performing the preview notice, there may be a case where the number of balls on hold at the time of determining the execution of the preview notice is different from the number of balls on hold at the time of executing the variable display targeted by the preview notice. In such a case, since processing is required to maintain the consistency between the content of the preview notice and the content of the variable display, the processing becomes complicated.

[0270] Returning to FIG. 6, the description will be continued. The variation type counter CS1 is configured to be incremented by "1" in order within the range of, for example, "0 to 9", and return to "0" after reaching the maximum value (that is, "9"). The value of the variation type counter CS1 is updated once each time the timer interrupt process (see FIG. 23) described later is executed once, and is repeatedly updated within the remaining time in the main process (see FIG. 22). And at the timing when the ball wins the first starting port 64a, it is stored in the variation type counter storage area 203d4 of the first hold area where the big win random number counter C1 is stored among the first to fourth hold areas provided in the first hold ball storage area 203d of the RAM 203 provided corresponding to the first starting port 64a. Also, at the timing when the ball wins the second starting port 64b, it is stored in the variation type counter storage area 203e4 of the second hold area where the big win random number counter C1 is stored among the first to fourth hold areas provided in the second hold ball storage area 203e of the RAM 203 provided corresponding to the second starting port 64b.

[0271] This variable type counter CS1 is used to determine the detailed variation pattern of the variable effect. That is, in the effect mode selected by the stop pattern table 202d and the stop pattern selection counter C3 of the main control device 110, the MPU201 of the main control device 110 determines the detailed variation pattern based on the value of the variable type counter CS1 and the variable pattern table 202e stored in the ROM202. Specifically, the determination of the variation pattern is the determination of the variation time of the variable effect. The voice lamp control device 113 and the display control device 114 determine the reach type of the third symbol displayed on the third symbol display device 81 and the detailed symbol variation mode based on the variation pattern (variation time) determined by the variable type counter CS1, and also determine the presence or absence of the execution of the preview effect and the execution mode of the preview effect.

[0272] In this way, the MPU201 of the main control device 110 selects the rough variation pattern of the variable effect and determines only the variation time. By configuring in this way, in the MPU201 of the main control device 110, it is no longer necessary to perform control such as detailed preview lottery required for executing the variable effect, so the processing of the MPU201 related to the variable effect can be reduced. Also, it is no longer necessary to prepare commands for all the variation patterns of the variable effect in the main control device 110, and the ROM capacity of the main control device 110 can be reduced.

[0273] Also, in the voice lamp control device 113 and the display control device 114, by determining the detailed variation pattern in the variable effect based on the variation time (rough variation pattern) determined by the main control device 110, the degree of freedom in selecting the variable effect can be increased. Furthermore, in the pachinko machine 10 where the gaming state changes moment by moment, it becomes possible to select or change the content of the variable effect at any time in response to the change, and an appropriate effect can be executed according to the gaming state.

[0274] Here, with reference to FIGS. 13 and 14, the details of the variable pattern table 202e will be described. The pachinko machine 10 has, as the variable pattern table 202e, a special figure 1 losing variable pattern table 202e1 commonly used in all game states when the first special symbol loses, a special figure 1 winning variable pattern table 202e2 commonly used in all game states when the first special symbol wins, a special figure 2 losing variable pattern table 202e3 commonly used in all game states when the second special symbol loses, and a special figure 2 winning variable pattern table 202e4 commonly used in all game states when the second special symbol wins.

[0275] FIG. 13(a) is a diagram schematically showing an example of the special figure 1 losing variable pattern table 202e1 stored in the ROM 202, FIG. 13(b) is a diagram schematically showing an example of the special figure 1 winning variable pattern table 202e2 stored in the ROM 202, FIG. 14(a) is a diagram schematically showing an example of the special figure 2 losing variable pattern table 202e3 stored in the ROM 202, and FIG. 14(b) is a diagram schematically showing an example of the special figure 2 winning variable pattern table 202e4 stored in the ROM 202. As shown in FIGS. 13 and 14, the variable pattern tables 202e1 to 202e4 are grouped based on the selected effect mode.

[0276] Specifically, as the production mode in case of a miss, it is divided into "E0: Non-Reach (Long)" for reference when the "Non-Reach (Long)" production mode is determined, "E1: Non-Reach (Short)" for reference when the "Non-Reach (Short)" production mode is determined, "E2: Normal Reach" for reference when the "Normal Reach" production mode is determined, "E3: Super Reach" for reference when the "Super Reach" production mode is determined, and "E4: Special Reach" for reference when the "Special Reach" production mode is determined. Also, as the production mode in case of a big win, it is divided into "E5: Normal Reach" for reference when the "Normal Reach" production mode is determined, "E6: Super Reach" for reference when the "Super Reach" production mode is determined, and "E7: Special Reach" for reference when the "Special Reach" production mode is determined. And the value of the variation type counter CS1 is associated with each of the divided groups.

[0277] In the first embodiment, when the value of the big win random number counter C1 stored in the hold area having the first hold ball storage area 203d corresponding to the first special symbol is not the value for a big win (big win random number value), that is, when it is a value for a miss, the stop pattern table 202d is selected with reference to the hold number table 202c based on the game state and the number of hold balls at that time, and the production mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, the group (group) to be referred to in the variation pattern table 202e1 for special symbol 1 miss is determined based on the selected production mode. In the group (group) of the variation pattern table 202e1 for special symbol 1 miss, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern in the variation production held in that hold area.

[0278] Here, each variable element that constitutes the variable pattern will be described. A variable element is a part that constitutes one variable effect, and one variable effect is constituted by combining each variable element. In the pachinko machine 10 of the first embodiment, as variable elements, there are provided variable elements of "high-speed variation", "low-speed variation", "normal reach", "super reach", "special reach", and "re-variation".

[0279] The variable element of "high-speed variation" is, as described above, a variable element that scrolls and varies at high speed so that the player cannot clearly recognize the content of the third symbol. When an effect mode such as "non-reach (short)" is selected, this variable element of "high-speed variation" is performed for "5 seconds" at the beginning of the variable effect (hereinafter, may be referred to as "high-speed variation (short)"), and when an effect mode such as "non-reach (long)" is selected, it is performed for "10 seconds" at the beginning of the variable effect (hereinafter, may be referred to as "high-speed variation (long)"). When this variable element of "high-speed variation" ends, the variable element of "low-speed variation" described later is started (executed), or the variable effect ends as it is.

[0280] The variable element of "low-speed variation" is a variable element that starts after the execution of the variable element of "high-speed variation" for "5 seconds" or "10 seconds", scrolls and varies the third symbol in a visible manner, and shows whether a "reach display" is generated or not. This variable element of "low-speed variation" is not executed when the effect mode of "non-reach (short)" is selected, and when an effect mode other than the effect mode of "non-reach (short)" (for example, the effect mode of "non-reach (long)") is selected, it is performed for "5 seconds" after the variable element of "high-speed variation".

[0281] That is, in the "Non-Reach (Long)" performance mode, the variation element of "slow variation" is performed, so that the final stop symbol sequence of the third symbol display device 81 (in the first embodiment, the middle symbol sequence Z2 (see FIG. 4)) stops while decelerating. On the other hand, in the "Non-Reach (Short)" performance mode, after the variation element of "fast variation" is performed, each symbol sequence of the third symbol display device 81 is configured to stop rapidly (so-called, sudden stop) without passing through the variation element of "slow variation". Note that when the variation element of this "slow variation" ends, the variation performance is configured to end as it is.

[0282] Therefore, in the pachinko machine 10 of the first embodiment, the "Non-Reach (Long)" performance mode is configured with a variation performance in a variation pattern including a variation element of "fast variation" for "10 seconds" and a variation element of "slow variation" for "5 seconds". Further, the "Non-Reach (Short)" performance mode is configured with a variation performance in a variation pattern including only a variation element of "fast variation" for "5 seconds".

[0283] The variation element of "Normal Reach" is a variation element that shows whether a jackpot occurs depending on the variation result of the remaining symbol sequences when the same symbol (hereinafter sometimes referred to as "reach formation symbol") stops and is displayed in the two symbol sequences that stop first in the variation element of "slow variation". This variation element of "Normal Reach" is performed for "5 seconds" after the variation element of "slow variation".

[0284] In the pachinko machine 10 of the first embodiment, after the execution of the variation element of "Normal Reach", there are prepared a pattern that directly shows a "Lose Display", a pattern that directly shows a "Jackpot Display", a pattern that develops into the variation element of "Super Reach", a pattern that develops into the variation element of "Special Reach", and a pattern that executes the variation element of "Re-Variation" after once showing a temporary "Lose Display".

[0285] The variable element of "Super Reach" develops and is executed when, in the variable element of "Normal Reach", the "losing display" does not stop and the variation of the remaining symbol columns continues, and it is a variable element that shows whether a big win occurs by performing a predetermined effect (for example, "battle effect") on the third symbol display device 81. This variable element of "Super Reach" is performed "10 seconds" after the execution of the variable element of "Normal Reach".

[0286] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Super Reach", there are prepared a pattern that directly shows a "losing display", a pattern that directly shows a "big win display", and a pattern that executes the variable element of "re - variation" after once showing a temporary "losing display".

[0287] The variable element of "Special Reach" develops and is executed when, in the variable element of "Normal Reach", the "losing display" does not stop and the variation of the remaining symbol columns continues, and it is a variable element that shows whether a big win occurs by performing a special effect (for example, "competition effect") different from the above - mentioned predetermined effect on the third symbol display device 81. This variable element of "Special Reach" is performed "20 seconds" after the execution of the variable element of "Normal Reach".

[0288] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Special Reach", there are prepared a pattern that directly shows a "losing display", a pattern that directly shows a "big win display", and a pattern that "re - varies" after once showing a temporary "losing display".

[0289] Note that although it is configured to develop into the variable element of "Super Reach" or the variable element of "Special Reach" after the execution of the variable element of "Normal Reach", instead of this configuration, when the reach formation symbol stops after "Low-speed Variation", it may be configured to directly develop into the variable element of "Super Reach" or the variable element of "Special Reach without going through the variable element of "Normal Reach". Also, it may be configured such that the variable element of "Special Reach" is performed after the execution of the variable element of "Super Reach".

[0290] The variable element of "Re-variation" develops and is executed after "Losing Display" once appears in any "Reach Display", and it is a variable element that presents "Big Win Display". This variable element of "Re-variation" is performed for "5 seconds" after any "Reach Display".

[0291] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Re-variation", a pattern for presenting "Big Win Display" is prepared.

[0292] Also, this variable element of "Re-variation" is configured to occur only when winning a big win game. That is, in the case of "Losing Display", the variable element of "Re-variation" is configured not to be executed. This is because the variable element of "Re-variation" is a variable element that changes the temporarily stopped "Losing Display" to any "Big Win Display". If it is performed in the case of "Losing Display" when not winning a big win, a discrepancy in the presentation will occur. Therefore, this variable element of "Re-variation" is configured to be selected only in the big win variable pattern tables 202e2, 202e4 (see FIGS. 13(b) and 14(b)) and not to be selected in the losing variable pattern tables 202e1, 202e3 (see FIGS. 13(a) and 14(a)).

[0293] As shown in Fig. 13(a), in the variation pattern table 202e1 for losing of special figure 1, which is referred to when the first special symbol loses, for "E0: non-reach (long)", there is one variation pattern (variation time. Hereinafter, it is of course possible to replace "variation pattern" with "variation time") of "variation elements of 'high-speed variation (long)' + variation elements of 'low-speed variation'" with the overall variation time of "15 seconds".

[0294] In the example shown in Fig. 13(a), the association between the variation pattern in "E0: non-reach (long)" and the value of the variation type counter CS1 is "0 to 9" for "variation elements of 'high-speed variation (long)' + variation elements of 'low-speed variation'", and only "variation elements of 'high-speed variation (long)' + variation elements of 'low-speed variation'" are set to be selectable.

[0295] That is, in the variation pattern table 202e1 for losing of special figure 1, which is referred to when performing the variation effect of the first special symbol in any gaming state, when the "non-reach (long)" effect mode is selected, for all possible values (from "0 to 9") that the variation type counter CS1 can take, "variation elements of 'high-speed variation (long)' + variation elements of 'low-speed variation'" are associated. That is, in the case of the "non-reach (long)" effect mode in the variation effect of the first special symbol, "variation elements of 'high-speed variation (long)' + variation elements of 'low-speed variation'" are always selected as the variation pattern.

[0296] Next, in the variation pattern table 202e1 for losing of special figure 1, for "E1: non-reach (short)", there is one variation pattern of only "variation elements of 'high-speed variation (short)'" with the overall variation time of "5 seconds".

[0297] In the example shown in Fig. 13(a), the association between the variation pattern in "E1: non-reach (short)" and the value of the variation type counter CS1 is "0 to 9" for only "variation elements of 'high-speed variation (short)'", and only "variation elements of 'high-speed variation (short)'" are set to be selectable.

[0298] That is, in the special figure 1 losing variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol in any gaming state, when the "non-reach (short)" effect mode is selected, for all possible values ("0 to 9") that the variation type counter CS1 can take, only the variation element of "high-speed variation (short)" is associated. That is, in the case of the "non-reach (short)" effect mode in the variation effect of the first special symbol, only the variation element of "high-speed variation (short)" is always selected as the variation pattern.

[0299] Next, in the special figure 1 losing variation pattern table 202e1, for "E2: normal reach", one variation pattern of the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach" with an overall variation time of "20 seconds" is prepared.

[0300] In the example shown in Fig. 13(a), the association between the variation pattern in "E2: normal reach" and the value of the variation type counter CS1 is "0 to 9" for the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach", and only the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach" is set to be selectable.

[0301] That is, in the special figure 1 losing variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol in any gaming state, when the "normal reach" effect mode is selected, for all possible values ("0 to 9") that the variation type counter CS1 can take, the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach" is associated. That is, in the case of the "normal reach" effect mode in the variation effect of the first special symbol, the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach" is always selected as the variation pattern.

[0302] Next, in the variation pattern table 202e1 for losing in Special Figure 1, for "E3: Super Reach", there is one variation pattern with a total variation time of "30 seconds" in the form of 'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Super Reach"'.

[0303] In the example shown in Fig. 13(a), the association between the variation pattern in "E3: Super Reach" and the value of the variation type counter CS1 is "0 to 9" for the 'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Super Reach"', and only the said 'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Super Reach"' are set to be selectable.

[0304] That is, in the variation pattern table 202e1 for losing in Special Figure 1, which is referred to during the execution of the variation effect of the first special symbol in any gaming state, when the "Super Reach" effect mode is selected, all possible values (from "0 to 9") that the variation type counter CS1 can take are associated with the 'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Super Reach"'. In other words, in the case of the "Super Reach" effect mode in the variation effect of the first special symbol, the 'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Super Reach"' are always selected as the variation pattern.

[0305] Next, in the variation pattern table 202e1 for losing in Special Figure 1, for "E4: Special Reach", there is one variation pattern with a total variation time of "40 seconds" in the form of 'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"'.

[0306] In the example shown in Fig. 13(a), the association between the variation pattern in "E4: Special Reach" and the value of the variation type counter CS1 is "0 to 9" for the {variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"}, and only the {variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"} are set to be selectable.

[0307] That is, in the variation pattern table 202e1 for the special symbol 1 losing pattern, which is referred to when executing the variation effect of the first special symbol in any gaming state, when the "Special Reach" effect mode is selected, for all possible values ("0 to 9") that the variation type counter CS1 can take, the {variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"} are associated. That is, in the case of the "Special Reach" effect mode in the variation effect of the first special symbol, the {variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"} are always selected as the variation pattern.

[0308] Note that since the variation pattern at the time of losing the special symbol 1 is determined as the variation pattern as it is for the effect mode, it may be configured to determine the variation pattern without using the variation type counter CS1. Also, although only the variation type counter CS1 is used for selection, multiple variation type counters may be used in combination for selection (such as selecting the presence or absence of a preview display).

[0309] Next, referring to FIG. 13(b), the special figure 1 jackpot variation pattern table 202e2 referred to when the first special symbol hits the jackpot will be described. In the first embodiment, when the value of the jackpot random number counter C1 stored in the hold area having the first hold ball storage area 203d corresponding to the first special symbol is a value that hits the jackpot, the hold number table 202c is referred to, and based on the gaming state at that time and the number of hold balls at that time, the stop pattern table 202d is selected, and the production mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, based on the selected production mode, the group (group) to be referred to in the special figure 1 jackpot variation pattern table 202e2 is determined. In the group (group) of the special figure 1 jackpot variation pattern table 202e2, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern in the variation production held in that hold area.

[0310] In the special figure 1 jackpot variation pattern table 202e2, for "E5: Normal Reach", two variation patterns are prepared so that they can be selected: one with an overall variation time of "20 seconds" of 'the variation element of "High-speed variation (long)" + the variation element of "Low-speed variation" + the variation element of "Normal Reach"', and the other with an overall variation time of "25 seconds" of 'the variation element of "High-speed variation (long)" + the variation element of "Low-speed variation" + the variation element of "Normal Reach" + the variation element of "Re-variation"'. The value of the variation type counter CS1 is associated with each variation pattern.

[0311] In the example shown in FIG. 13(b), the association between the variation pattern in "E5: Normal Reach" and the value of the variation type counter CS1 is "0 to 2" for 'the variation element of "High-speed variation (long)" + the variation element of "Low-speed variation" + the variation element of "Normal Reach"', and "3 to 9" for 'the variation element of "High-speed variation (long)" + the variation element of "Low-speed variation" + the variation element of "Normal Reach" + the variation element of "Re-variation"'.

[0312] That is, in the special pattern variation table 202e2 for the first special symbol, which is referred to during the execution of the variation presentation of the first special symbol in any gaming state, when the "Normal Reel" presentation mode is selected, the variation pattern of 'the variation elements of "High-speed Variation (Long)" + the variation elements of "Low-speed Variation" + the variation elements of "Normal Reel"' is 30%, and the variation pattern of 'the variation elements of "High-speed Variation (Long)" + the variation elements of "Low-speed Variation" + the variation elements of "Normal Reel" + the variation elements of "Re-variation"' is set to be selected at a ratio of 70%.

[0313] Therefore, in the "Normal Reel" presentation mode selected during the big win of the first special symbol, the variation pattern of 'the variation elements of "High-speed Variation (Long)" + the variation elements of "Low-speed Variation" + the variation elements of "Normal Reel" + the variation elements of "Re-variation"' is likely to be selected (70% of the total). Also, by configuring the variation pattern of 'the variation elements of "High-speed Variation (Long)" + the variation elements of "Low-speed Variation" + the variation elements of "Normal Reel"' to be selectable as well, a gaming property that allows the expectation of a big win from any variation pattern can be provided.

[0314] Next, in the special pattern variation table 202e2 for the first special symbol, for "E6: Super Reel", two variation patterns are prepared for selection: the one with a total variation time of "30 seconds" of 'the variation elements of "High-speed Variation (Long)" + the variation elements of "Low-speed Variation" + the variation elements of "Normal Reel" + the variation elements of "Super Reel"', and the one with a total variation time of "35 seconds" of 'the variation elements of "High-speed Variation (Long)" + the variation elements of "Low-speed Variation" + the variation elements of "Normal Reel" + the variation elements of "Super Reel" + the variation elements of "Re-variation"'. The value of the variation type counter CS1 is associated with each variation pattern.

[0315] In the example shown in FIG. 13(b), the association between the variation pattern in "E6: Super Reach" and the value of the variation type counter CS1 is as follows: for {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"}, it is "0 to 3", and for {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"}, it is "4 to 9".

[0316] That is, in the special figure 1 jackpot variation pattern table 202e2 referred to when executing the variation effect of the first special symbol in any gaming state, when the "Super Reach" effect mode is selected, the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"} is selected at a rate of 40%, and the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"} is set to be selected at a rate of 60%.

[0317] Therefore, in the "Super Reach" effect mode selected at the time of the jackpot in special figure 1, the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"} is likely to be selected (60% of the total). Also, by configuring the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"} to be selected as well, a gaming property that allows a jackpot to be expected from any variation pattern can be provided.

[0318] Next, in the special winning variable pattern table 202e2 for Special Figure 1, for "E7: Special Reach", two variable patterns are prepared for selection: one with a total variable time of "40 seconds" which is the sum of the variable elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", and "Special Reach", and the other with a total variable time of "45 seconds" which is the sum of the variable elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", "Special Reach", and "Re-variation". The value of the variation type counter CS1 is associated with each variable pattern.

[0319] In the example shown in Fig. 13(b), the association between the variable pattern in "E7: Special Reach" and the value of the variation type counter CS1 is "0 - 4" for the sum of the variable elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", and "Special Reach", and "5 - 9" for the sum of the variable elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", "Special Reach", and "Re-variation".

[0320] That is, when the "Special Reach" effect mode is selected in the special winning variable pattern table 202e2 for Special Figure 1, which is referred to during the execution of the variable presentation of the first special symbol in any gaming state, the variable pattern of the sum of the variable elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", and "Special Reach" is set to be selected at a rate of 50%, and the variable pattern of the sum of the variable elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", "Special Reach", and "Re-variation" is set to be selected at a rate of 50%.

[0321] Therefore, in the "Special Reach" effect mode selected during a big win in Special Figure 1, the variation pattern of 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"' and the variation pattern of 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"' are selected equally (50% each). As a result, a gaming property where a big win can be expected equally in any variation pattern can be provided.

[0322] In this way, when winning a big win, by configuring it so that a relatively long variation pattern is likely to be selected, the content of the variation effect in which the big win occurs can be enriched, and the interest of the game can be improved. Also, when not winning a big win, that is, in the case of a loss, by configuring it so that a relatively short variation pattern is likely to be selected, the content of the variation effect at the time of loss can be shortened, and the variation effect can be efficiently digested.

[0323] Next, referring to Fig. 14(a), the variation pattern table 202e3 for Special Figure 2 loss, which is referred to when the second special symbol loses, will be described. In the first embodiment, when the value of the big win random number counter C1 stored in the holding area having the second holding ball storage area 203e corresponding to the second special symbol is not a value for a big win, that is, when it is a value for a loss, the stop pattern table 202d is selected based on the gaming state at that time and the number of holding balls at that time with reference to the holding number table 202c, and the effect mode is selected based on the value of the stop pattern selection counter C3 stored in the same holding area and the stop pattern table 202d. Then, based on the selected effect mode, the group to be referred to in the variation pattern table 202e3 for Special Figure 2 loss is determined. In the group of the variation pattern table 202e3 for Special Figure 2 loss, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same holding area is determined as the variation pattern in the variation effect held in that holding area.

[0324] As shown in FIG. 14(a), in the variation pattern table 202e3 for losing special figure 2, which is referred to when the second special symbol loses, for "E0: non-reach (long)", one variation pattern of "variation elements of 'high-speed variation (short)' + variation elements of 'low-speed variation'" with an overall variation time of "8 seconds" is prepared.

[0325] In the example shown in FIG. 14(a), the association between the variation pattern in "E0: non-reach (long)" and the value of the variation type counter CS1 is "0 to 9" for "variation elements of 'high-speed variation (short)' + variation elements of 'low-speed variation'", and only "variation elements of 'high-speed variation (short)' + variation elements of 'low-speed variation'" are set to be selectable.

[0326] That is, in the variation pattern table 202e3 for losing special figure 2, which is referred to when the variation effect of the second special symbol is executed in any gaming state, when the "non-reach (long)" effect mode is selected, "variation elements of 'high-speed variation (short)' + variation elements of 'low-speed variation'" are associated with all possible values (from "0 to 9") that the variation type counter CS1 can take. That is, in the case of the "non-reach (long)" effect mode in the variation effect of the second special symbol, "variation elements of 'high-speed variation (short)' + variation elements of 'low-speed variation'" are always selected as the variation pattern.

[0327] Next, in the variation pattern table 202e3 for losing special figure 2, for "E1: non-reach (short)", one variation pattern of only "variation elements of 'high-speed variation (short)'" with an overall variation time of "3 seconds" is prepared.

[0328] In the example shown in FIG. 14(a), the association between the variation pattern in "E1: non-reach (short)" and the value of the variation type counter CS1 is "0 to 9" for only "variation elements of 'high-speed variation (short)'", and only "variation elements of 'high-speed variation (short)'" are set to be selectable.

[0329] That is, in the special pattern 2 losing variation pattern table 202e3, which is referred to when executing the variation effect of the second special symbol in any gaming state, when the "non-reach (short)" effect mode is selected, for all possible values ("0 to 9") that the variation type counter CS1 can take, only the variation element of "high-speed variation (short)" is associated. That is, in the case of the "non-reach (short)" effect mode in the variation effect of the second special symbol, only the variation element of "high-speed variation (short)" is always selected as the variation pattern.

[0330] Next, in the special pattern 2 losing variation pattern table 202e3, for "E2: normal reach", one variation pattern of the variation element of "high-speed variation (short)" + the variation element of "low-speed variation" + the variation element of "normal reach" with the overall variation time of "13 seconds" is prepared.

[0331] In the example shown in FIG. 14(a), the association between the variation pattern in "E2: normal reach" and the value of the variation type counter CS1 is "0 to 9" for the variation element of "high-speed variation (short)" + the variation element of "low-speed variation" + the variation element of "normal reach", and only the variation element of "high-speed variation (short)" + the variation element of "low-speed variation" + the variation element of "normal reach" is set to be selectable.

[0332] That is, in the special pattern 2 losing variation pattern table 202e3, which is referred to when executing the variation effect of the second special symbol in any gaming state, when the "normal reach" effect mode is selected, for all possible values ("0 to 9") that the variation type counter CS1 can take, the variation element of "high-speed variation (short)" + the variation element of "low-speed variation" + the variation element of "normal reach" is associated. That is, in the case of the "normal reach" effect mode in the variation effect of the second special symbol, the variation element of "high-speed variation (short)" + the variation element of "low-speed variation" + the variation element of "normal reach" is always selected as the variation pattern.

[0333] Next, in the variable pattern table 202e3 for special figure 2 loss, for "E3: Super Reach", there is one variable pattern with a total variable time of "23 seconds" in the form of 'Variable element of "High-speed variation (short)" + Variable element of "Low-speed variation" + Variable element of "Normal Reach" + Variable element of "Super Reach".

[0334] In the example shown in FIG. 14(a), the association between the variable pattern in "E3: Super Reach" and the value of the variable type counter CS1 is "0 to 9" for the 'Variable element of "High-speed variation (short)" + Variable element of "Low-speed variation" + Variable element of "Normal Reach" + Variable element of "Super Reach", and only the 'Variable element of "High-speed variation (short)" + Variable element of "Low-speed variation" + Variable element of "Normal Reach" + Variable element of "Super Reach" is set to be selectable.

[0335] That is, in the variable pattern table 202e3 for special figure 2 loss, which is referred to during the execution of the variable effect of the second special symbol in any gaming state, when the "Super Reach" effect mode is selected, for all possible values (from "0 to 9") that the variable type counter CS1 can take, the 'Variable element of "High-speed variation (short)" + Variable element of "Low-speed variation" + Variable element of "Normal Reach" + Variable element of "Super Reach" is associated. In other words, in the case of the "Super Reach" effect mode in the variable effect of the second special symbol, the 'Variable element of "High-speed variation (short)" + Variable element of "Low-speed variation" + Variable element of "Normal Reach" + Variable element of "Super Reach" is always selected as the variable pattern.

[0336] Next, in the variable pattern table 202e3 for special figure 2 loss, for "E4: Special Reach", there is one variable pattern with a total variable time of "33 seconds" in the form of 'Variable element of "High-speed variation (short)" + Variable element of "Low-speed variation" + Variable element of "Normal Reach" + Variable element of "Special Reach".

[0337] In the example shown in FIG. 14(a), the association between the variation pattern in "E4: Special Reach" and the value of the variation type counter CS1 is "0 to 9" for the variation elements of "High-speed variation (short)" + "Low-speed variation" + "Normal Reach" + "Special Reach", and only the variation elements of "High-speed variation (short)" + "Low-speed variation" + "Normal Reach" + "Special Reach" are set to be selectable.

[0338] That is, in the special symbol 2 losing variation pattern table 202e3 referred to during the execution of the variation effect of the second special symbol in any gaming state, when the "Special Reach" effect mode is selected, for all possible values (from "0 to 9") that the variation type counter CS1 can take, the variation elements of "High-speed variation (short)" + "Low-speed variation" + "Normal Reach" + "Special Reach" are associated. That is, in the case of the "Special Reach" effect mode in the variation effect of the second special symbol, the variation elements of "High-speed variation (short)" + "Low-speed variation" + "Normal Reach" + "Special Reach" are always selected as the variation pattern.

[0339] In this way, the variation time of the variation effect of the second special symbol, which is mainly likely to be executed during the right-handed gaming in the "probability variation state" or "time reduction state", is configured to select a shorter time compared to the variation time of the variation effect of the first special symbol, resulting in a high (good) setting for the time efficiency of the game.

[0340] Next, referring to FIG. 14(b), the special figure 2 jackpot variable pattern table 202e4 referred to at the time of the second special symbol jackpot will be described. In the first embodiment, when the value of the jackpot random number counter C1 stored in the hold area having the second hold ball storage area 203e corresponding to the second special symbol is a jackpot value, the hold number table 202c is referred to, and based on the game state at that time and the number of hold balls at that time, the stop pattern table 202d is selected, and the production mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, based on the selected production mode, the group (group) to be referred to in the special figure 2 jackpot variable pattern table 202e4 is determined. In the group (group) of the special figure 2 jackpot variable pattern table 202e4, the variable pattern (variable time) associated with the value of the variable type counter CS1 stored in the same hold area is determined as the variable pattern in the variable production held in that hold area.

[0341] In the special figure 2 jackpot variable pattern table 202e4, for "E5: Normal Reach", two variable patterns are prepared for selection, one with an overall variable time of "13 seconds" of 'the variable element of "High-speed variation (short)" + the variable element of "Low-speed variation" + the variable element of "Normal Reach"', and the other with an overall variable time of "18 seconds" of 'the variable element of "High-speed variation (short)" + the variable element of "Low-speed variation" + the variable element of "Normal Reach" + the variable element of "Re-variation"', and the value of the variable type counter CS1 is associated with each variable pattern.

[0342] In the example shown in FIG. 14(b), the association between the variable pattern in "E5: Normal Reach" and the value of the variable type counter CS1 is "0 to 2" for 'the variable element of "High-speed variation (short)" + the variable element of "Low-speed variation" + the variable element of "Normal Reach"', and "3 to 9" for 'the variable element of "High-speed variation (short)" + the variable element of "Low-speed variation" + the variable element of "Normal Reach" + the variable element of "Re-variation"'.

[0343] That is, in the special figure 2 jackpot variable pattern table 202e4 referred to during the execution of the variable effect of the second special symbol in any gaming state, when the "normal reach" effect mode is selected, the variable pattern of 'variable elements of "high-speed variable (short)" + variable elements of "low-speed variable" + variable elements of "normal reach"' is 30%, and the variable pattern of 'variable elements of "high-speed variable (short)" + variable elements of "low-speed variable" + variable elements of "normal reach" + variable elements of "re-variable"' is set to be selected at a ratio of 70%.

[0344] Therefore, in the "normal reach" effect mode selected during the jackpot of special figure 2, the variable pattern of 'variable elements of "high-speed variable (short)" + variable elements of "low-speed variable" + variable elements of "normal reach" + variable elements of "re-variable"' is likely to be selected (70% of the total). Also, by configuring the variable pattern of 'variable elements of "high-speed variable (short)" + variable elements of "low-speed variable" + variable elements of "normal reach"' to be selected as well, it is possible to provide a gaming property where the game can be played efficiently in terms of time and a jackpot can be expected from any variable pattern.

[0345] Next, in the special figure 2 jackpot variable pattern table 202e4, for "E6: super reach", two variable patterns are prepared for selection: one with a total variable time of "23 seconds" of 'variable elements of "high-speed variable (short)" + variable elements of "low-speed variable" + variable elements of "normal reach" + variable elements of "super reach"', and the other with a total variable time of "28 seconds" of 'variable elements of "high-speed variable (short)" + variable elements of "low-speed variable" + variable elements of "normal reach" + variable elements of "super reach" + variable elements of "re-variable"'. The value of the variable type counter CS1 is associated with each variable pattern.

[0346] In the example shown in FIG. 14(b), the association between the variation pattern in "E6: Super Reach" and the value of the variation type counter CS1 is as follows: for {the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"}, it is "0 to 3"; for {the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"}, it is "4 to 9".

[0347] That is, in the special figure 2 jackpot variation pattern table 202e4 referred to when executing the variation effect of the second special symbol in any gaming state, when the "Super Reach" effect mode is selected, the variation pattern of {the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"} is set to be selected at a rate of 40%, and the variation pattern of {the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"} is set to be selected at a rate of 60%.

[0348] Therefore, in the "Super Reach" effect mode selected at the time of the jackpot in special figure 2, the variation pattern of {the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"} is likely to be selected (60% of the total). Also, by configuring the variation pattern of {the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"} to be selected as well, it is possible to provide a gaming property that allows for efficient gaming while expecting a jackpot from any variation pattern.

[0349] Next, in the special winning variable pattern table 202e4 for special figure 2, for "E7: Special Reach", two variable patterns are prepared for selection: one with a total variable time of "33 seconds", which is the variable elements of "High-speed variation (short)" + the variable elements of "Low-speed variation" + the variable elements of "Normal Reach" + the variable elements of "Special Reach", and the other with a total variable time of "38 seconds", which is the variable elements of "High-speed variation (short)" + the variable elements of "Low-speed variation" + the variable elements of "Normal Reach" + the variable elements of "Special Reach" + the variable elements of "Re-variation". For each variable pattern, the value of the variation type counter CS1 is associated.

[0350] In the example shown in Fig. 14(b), the association between the variable pattern in "E7: Special Reach" and the value of the variation type counter CS1 is "0 - 4" for the variable elements of "High-speed variation (short)" + the variable elements of "Low-speed variation" + the variable elements of "Normal Reach" + the variable elements of "Special Reach", and "5 - 9" for the variable elements of "High-speed variation (short)" + the variable elements of "Low-speed variation" + the variable elements of "Normal Reach" + the variable elements of "Special Reach" + the variable elements of "Re-variation".

[0351] That is, in the special winning variable pattern table 202e4 for special figure 2, which is referred to when executing the variable effect of the second special symbol in any gaming state, when the "Special Reach" effect mode is selected, the variable pattern of the variable elements of "High-speed variation (short)" + the variable elements of "Low-speed variation" + the variable elements of "Normal Reach" + the variable elements of "Special Reach" is selected at a rate of 50%, and the variable pattern of the variable elements of "High-speed variation (short)" + the variable elements of "Low-speed variation" + the variable elements of "Normal Reach" + the variable elements of "Special Reach" + the variable elements of "Re-variation" is selected at a rate of 50%.

[0352] Therefore, in the "Special Reach" performance mode selected during the big win in Special Figure 2, the variation patterns of 'the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"' and 'the variation elements of "High-speed variation (short)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach" + the variation elements of "Re-variation"' are equally selected (50% each). As a result, it is possible to provide a gaming property where players can expect a big win from any variation pattern while playing the game with good time efficiency.

[0353] Returning to FIG. 6, the explanation continues. The general figure hit random number counter C4 is configured as a loop counter that is incremented by 1 in order within a range of, for example, "0 to 99", and returns to "0" after reaching the maximum value (that is, "99"). Further, when the general figure hit random number counter C4 makes one full cycle, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the general figure hit random number counter C4.

[0354] Note that the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the general figure hit random number counter C4 (value = "0 to 99"), is updated once per timer interrupt process (see FIG. 23), and is repeatedly updated within the remaining time of the main process (see FIG. 22).

[0355] The value of the general figure hit random number counter C4 is updated, for example, periodically (once per timer interrupt process in the first embodiment), and at the timing when it is detected that the ball has passed through the through gate 67, it is stored in any one of the general figure hold areas of the general figure hold first to fourth areas provided in the general figure hold ball storage area (not shown) of the RAM 203. Then, the data is sequentially shifted to the general figure hold ball execution area (not shown) in the order in which it is stored in the general figure hold ball storage area, and a hit determination is made on the value of the general figure hit random number counter C4 stored in the general figure hold ball execution area.

[0356] The value of the random number corresponding to the normal symbol is set (for example, 1 / 100 in the low probability state, 50 / 100 in the high probability state, etc.) by a normal symbol hit random number table (not shown) stored in the ROM 202 of the main control device 110 for each game state, and when the value of the normal symbol hit counter C4 stored in the normal symbol hold ball execution area (not shown) of the RAM 203 matches the value of the random number corresponding to the hit set by the normal symbol hit random number table, it is determined as a hit. Then, according to the game state, a normal symbol variation table (not shown) is referred to, and the variable display time of the normal symbol is set (for example, 30 seconds when the prize assistance function is not activated, 3 seconds when the prize assistance function is activated, etc.). After the elapse of the variable display time in the normal symbol display device 83, the symbol of "○" is lit and displayed as the stop symbol (normal symbol). Thereafter, according to the game state, an electric role release table (not shown) is referred to, and the release time of the normal electric role 64c is set (for example, 0.1 second when the prize assistance function is not activated, 5 seconds when the prize assistance function is activated, etc.). During the release time, the normal electric role 64c performs a release operation, and during that time, the second start port 64b is configured to allow balls to win.

[0357] On the other hand, when the value of the normal symbol hit counter C4 stored in the normal symbol hold area does not match the value of the random number corresponding to the hit set by the normal symbol hit random number table (not shown), it is determined as a miss. Then, according to the game state, a normal symbol variation table (not shown) is referred to and the variable display time is set. After the elapse of the variable display time in the normal symbol display device 83, the symbol of "×" is lit and displayed as the stop symbol (normal symbol).

[0358] Returning to FIG. 5, the description will be continued. In addition to the counter buffer 203c shown in FIG. 6, the RAM 203 has a stack area for storing the contents of the internal registers of the MPU 201 and the return destination address of the control program executed by the MPU 201, and a work area (working area) for storing various flags, counters, values of input / output (hereinafter abbreviated as "I / O"), etc. Note that the RAM 203 is configured such that a backup voltage is supplied from the power supply device 115 even after the power of the pachinko machine 10 is turned off, and the data stored in the RAM 203 can be retained (backed up). All the data stored in the RAM 203 is backed up.

[0359] When the power is cut off due to a power failure or the like, the stack pointer and the values of each register at the time of power cut off (including the time of power failure. The same applies hereinafter) are stored in the RAM 203. On the other hand, at the time of power-on (including power-on due to restoration from a power failure. The same applies hereinafter), based on the information stored in the RAM 203, the state of the pachinko machine 10 is restored to the state before the power cut off. Writing to the RAM 203 is executed at the time of power cut off by the main process (see FIG. 22), and the restoration of each value written in the RAM 203 is executed in the startup process (see FIG. 20) at the time of power-on. Note that the NMI terminal of the MPU 201 is configured such that a power failure signal SG1 from the power failure monitoring circuit 252 is input at the time of power cut off due to a power failure or the like. When the power failure signal SG1 is input to the MPU 201, the NMI interrupt process (see FIG. 32) as the process at the time of power failure is immediately executed.

[0360] The RAM 203 further has at least a first reserved ball number counter 203a, a second reserved ball number counter 203b, a first reserved ball storage area 203d, a second reserved ball storage area 203e, a reserved ball execution area 203f, a probability variable flag 203g, a limit counter 203h, a round counter 203i, a winning counter 203j, a time shortening counter 203k, and a time shortening infinite flag 203m.

[0361] The first reserved ball number counter 203a is a counter that counts the number of reserved balls (number of standby times) of the dynamic display of the first special symbol (the variable effect of the third symbol corresponding to the first special symbol performed by the third symbol display device 81) performed by the special symbol display device 37, up to a maximum of 4 times, based on the entry of a ball into the first start port 64a detected in the timer interrupt process (see FIG. 23) that is periodically executed every 4 milliseconds. (Hereinafter, the entry of a ball into the first start port 64a or the second start port 64b may be referred to as a "start winning").

[0362] This first reserved ball number counter 203a is set to an initial value of "0" by the initial setting process of the RAM 203 after power-on (see S117 in FIG. 20). Then, every time a start winning at the first start port 64a is detected and the number of reserved balls for the dynamic display (variable effect) related to the first special symbol increases, 1 is added up to the maximum value of "4" (see S303 in FIG. 24). On the other hand, the first reserved ball number counter 203a is decremented by 1 every time the dynamic display (variable effect) of the first special symbol is executed (see S408 in FIG. 25).

[0363] The second reserved ball number counter 203b is a counter that counts the number of reserved balls (number of standby times) of the dynamic display of the second special symbol (the variable effect of the third symbol corresponding to the second special symbol performed by the third symbol display device 81) performed by the special symbol display device 37, up to a maximum of 4 times, based on the start winning at the second start port 64b detected in the timer interrupt process (see FIG. 23) that is periodically executed every 4 milliseconds, similar to the first reserved ball number counter 203a.

[0364] This second reserved ball number counter 203b is set to an initial value of "0" by the initial setting process of the RAM 203 after power-on (see S117 in FIG. 20), similar to the first reserved ball number counter 203a. Then, every time a start winning at the second start port 64b is detected and the number of reserved balls for the dynamic display (variable effect) related to the second special symbol increases, 1 is added up to the maximum value of "4" (see S307 in FIG. 24). On the other hand, the second reserved ball number counter 203b is decremented by 1 every time the dynamic display (variable effect) of the second special symbol is executed (see S405 in FIG. 25).

[0365] The value of the first hold ball counter 203a (i.e., the number of hold balls of the first special symbol) or the value of the second hold ball counter 203b (i.e., the number of hold balls of the second special symbol) is notified to the voice lamp control device 113 by the hold ball number command (see S310 in FIG. 24). This hold ball number command is a command transmitted from the main control device 110 to the voice lamp control device 113 every time a start winning is detected and the first hold ball counter 203a or the second hold ball counter 203b is incremented by 1, and includes data regarding the value of the first hold ball counter 203a and data regarding the value of the second hold ball counter 203b, respectively.

[0366] The voice lamp control device 113 can obtain the value of the number of hold balls itself of the dynamic display (variable effect) of the first special symbol or the second special symbol held in the main control device 110 by the hold ball number command. Thereby, in the voice lamp control device 113, the number of hold times of the dynamic display (variable effect) of each special symbol can be managed without accessing the main control device 110. Also, every time a start winning is detected, by transmitting the hold ball number command from the main control device 110 to the voice lamp control device 113, even if the number of hold balls of the dynamic display (variable effect) of each special symbol managed in the voice lamp control device 113 deviates from the actual number of hold balls of the dynamic display (variable effect) held in the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the next received hold ball number command.

[0367] Also, in the first embodiment, when the main control device 110 transmits a hold ball number command to the voice lamp control device 113, in that hold ball number command, not only the value of the first hold ball counter 203a or the second hold ball counter 203b incremented by 1, but also along with the above-mentioned start winning that triggered the increment of the first hold ball counter 203a or the second hold ball counter 203b, each value of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variable type counter CS1 obtained from the counter buffer 203c (see FIG. 6) is also included.

[0368] That is, when there is a start winning, the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variation type counter CS1 acquired by the main control device 110 from the counter buffer 203c are transmitted to the voice lamp control device 113 by the hold ball number command.

[0369] In the voice lamp control device 113, the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variation type counter CS1 transmitted by the hold ball number command are pre-read before the variation effect based on each value is executed, and it is determined before the execution of the variation effect what the variation effect will be (whether it will be a jackpot or not, what the variation time will be, etc.). Then, based on the judgment result by the pre-reading, the execution of various effects can be determined, and the content and execution timing (timing) of the "hold change notice" effect that changes the hold symbol (execution symbol) displayed in the cockpit display area Db of the third symbol display device 81 can be determined.

[0370] Note that the hold ball number command indicating the number of hold balls for the variation effect and the command indicating the values such as the jackpot random number counter C1 may be transmitted separately. As the command indicating the values such as the jackpot random number counter C1 different from the hold ball number command, the hold ball number command is generated at the timing of the ball entering the first start port 64a or the second start port 64b, and commands similar to the variation pattern command and the stop type command based on the ball entry (pre-variation pattern command and pre-stop type command) are generated and transmitted to the voice lamp control device 113. In this case, regarding the program for generating the pre-variation pattern command and the pre-stop type command, the program for the variation pattern command and the stop type command can be reused to facilitate the creation of the program.

[0371] As described above, the first reserved ball storage area 203d is a memory for storing the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variable type counter CS1 obtained from the counter buffer 203c in accordance with the detection of a start winning at the first start port 64a. When the MPU 201 detects in the timer interrupt process (see FIG. 23) that a ball has won (start winning) at the first start port 64a, it acquires the values of the counters C1 to C3 and CS1 from the counter buffer 203c and stores them in the first reserved ball storage area 203d. The first reserved ball storage area 203d has four reserved areas (first reserved first to fourth areas) so that data (values of the counters C1 to C3 and CS1) corresponding to one start winning of the first special symbol can be stored (reserved) up to a maximum of four times (see FIG. 6).

[0372] As described above, the second reserved ball storage area 203e is a memory for storing the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variable type counter CS1 obtained from the counter buffer 203c in accordance with the detection of a start winning at the second start port 64b. When the MPU 201 detects in the timer interrupt process (see FIG. 23) that a ball has won (start winning) at the second start port 64b, it acquires the values of the counters C1 to C3 and CS1 from the counter buffer 203c and stores them in the second reserved ball storage area 203e. The second reserved ball storage area 203e has four reserved areas (second reserved first to fourth areas) so that data (values of the counters C1 to C3 and CS1) corresponding to one start winning of the second special symbol can be stored (reserved) up to a maximum of four times (see FIG. 6).

[0373] As described above, the reserved ball execution area 203f is a memory for storing data (values of the counters C1 to C3 and CS1) to be referred to in the process of starting execution, or in the jackpot lottery of the first special symbol or the second special symbol during execution, and in setting the dynamic display and variable effects of the special symbol display device 37 and the third symbol display device 81.

[0374] When the MPU201 detects that it is the timing to start executing the variation display of the first special symbol or the second special symbol, in order to execute processes such as the jackpot lottery for the first special symbol or the second special symbol, and the dynamic display and variation display settings of the special symbol display device 37 and the third symbol display device 81, among the data (the respective values of counters C1 to C3 and CS1) corresponding to each start winning stored in the above-described first hold ball storage area 203d or second hold ball storage area 203e, when the data corresponding to the start winning related to the second special symbol is stored in the second hold ball storage area 203e, the data corresponding to one start winning of this data is shifted to this hold ball execution area 203f. On the other hand, when the data corresponding to the start winning related to the second special symbol is not stored in the second hold ball storage area 203e and the data corresponding to the start winning related to the first special symbol is stored in the first hold ball storage area 203d, the data corresponding to one start winning of this data is shifted to this hold ball execution area 203f. That is, in the pachinko machine 10 of the first embodiment, the dynamic display (variation display) related to the second special symbol is preferentially executed, and the dynamic display (variation display) related to the first special symbol is configured to be executed on the condition that the dynamic display (variation display) related to the second special symbol is not held. Note that the shift in the first embodiment means moving the data stored in one area to another area.

[0375] Here, referring to FIG. 6 again, the details of the first hold ball storage area 203d, the second hold ball storage area 203e, and the hold ball execution area 203f will be described. The first hold ball storage area 203d, the second hold ball storage area 203e, and the hold ball execution area 203f are used by the MPU201 of the main control device 110 to perform the jackpot lottery for the first special symbol or the second special symbol, and the dynamic display and variation display settings of the special symbol display device 37 and the third symbol display device 81.

[0376] As described above, for the jackpot lottery of the first special symbol or the second special symbol, and for the dynamic display and variable effect settings of the special symbol display device 37 and the third symbol display device 81, a jackpot random number counter C1 used for the jackpot lottery, a jackpot type counter C2 used for determining the jackpot type, a stop pattern selection counter C3 used for determining the effect mode of the variable effect, and a variable type counter CS1 used for determining the variable pattern are used. The first held ball storage area 203d stores the respective values of the counters C1 to C3 and CS1 obtained from the counter buffer 203c by the MPU 201 when a ball wins (starts winning) at the first start port 64a. The second held ball storage area 203e stores the respective values of the counters C1 to C3 and CS1 obtained from the counter buffer 203c by the MPU 201 when a ball wins (starts winning) at the second start port 64b.

[0377] The first held ball storage area 203d is composed of four held areas (first held first to fourth areas). In each of the four held areas (first held first to fourth areas), there are provided a jackpot random number counter storage area 203d1 for storing the value of the jackpot random number counter C1, a jackpot type counter storage area 203d2 for storing the value of the jackpot type counter C2, a stop pattern selection counter storage area 203d3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203d4 for storing the value of the variable type counter CS1.

[0378] Also, the second held ball storage area 203e is composed of four held areas (second held first to fourth areas), similar to the first held ball storage area 203d. In each of the four held areas (second held first to fourth areas), there are provided, similar to the first held ball storage area 203d, a jackpot random number counter storage area 203e1 for storing the value of the jackpot random number counter C1, a jackpot type counter storage area 203e2 for storing the value of the jackpot type counter C2, a stop pattern selection counter storage area 203e3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203e4 for storing the value of the variable type counter CS1.

[0379] In the first embodiment, the jackpot random number counter storage areas 203d1 and 203e1, the jackpot type counter storage areas 203d2 and 203e2, the stop pattern selection counter storage areas 203d3 and 203e3, and the variation type counter storage areas 203d4 and 203e4 are collectively provided in one hold ball storage area 203d and 203e. However, a plurality of hold ball storage areas may be provided for each of the counters C1 to C3 and CS1.

[0380] As described above, in the first hold ball storage area 203d, data (the values of the counters C1 to C3 and CS1) obtained at the timing when the ball wins (starts winning) at any of the first starting ports 64a is stored up to a maximum of four times. In that case, among the empty areas of the four hold areas (the first hold first to fourth areas), the data is stored in order from the area with the smallest area number (the first to fourth). That is, the smaller the area number, the data corresponding to the start win at the first starting port 64a that is older in time is stored, and the data corresponding to the start win at the first starting port 64a that is the oldest in time is stored in the first hold first area.

[0381] Also, in the second hold ball storage area 203e, data (the values of the counters C1 to C3 and CS1) obtained at the timing when the ball wins (starts winning) at the second starting port 64b is stored up to a maximum of four times. In that case, among the empty areas of the four hold areas (the second hold first to fourth areas), the data is stored in order from the area with the smallest area number (the first to fourth). That is, the smaller the area number, the data corresponding to the start win at the second starting port 64b that is older in time is stored, and the data corresponding to the start win at the second starting port 64b that is the oldest in time is stored in the second hold first area.

[0382] On the other hand, the hold ball execution area 203f consists of only one area. In this hold ball execution area 203f, similar to the first hold ball storage area 203d or the second hold ball storage area 203e, there are provided a jackpot random number counter storage area 203f1 for storing the value of the jackpot random number counter C1, a jackpot type counter storage area 203f2 for storing the value of the jackpot type counter C2, a stop pattern selection counter storage area 203f3 for storing the value of the stop pattern selection counter C3, and a variation type counter storage area 203f4 for storing the value of the variation type counter CS1.

[0383] When the MPU 201 determines that it is the timing to start executing the variable effect, if data (the values of each counter C1 to C3, CS1) is stored in the second hold first area of the second hold ball storage area 203e, the data stored in the second hold first area is shifted to each of the areas 203f1 to 203f4 of this hold ball execution area 203f. On the other hand, when it is the timing to start executing the variable effect, if no data is stored in the second hold first area of the second hold ball storage area 203e and data is stored in the first hold first area of the first hold ball storage area 203d, the data stored in the first hold first area is shifted to each of the areas 203f1 to 203f4 of this hold ball execution area 203f.

[0384] Then, the data shifted to the hold ball execution area 203f is referred to in the variable start process (see FIG. 26), and a jackpot lottery is conducted based on the reference data and the game state, and a variable pattern and a stop type corresponding to the lottery result are determined. In the special symbol display device 37, under the control of the main control device 110, dynamic display is performed based on the determined variable pattern and stop type.

[0385] Also, the variation pattern and stop type determined here are notified to the voice lamp control device 113 and the display control device 114 by the variation pattern command and the stop type command. Then, under the control of the voice lamp control device 113 and the display control device 114, in the third symbol display device 81, a variation effect is performed based on the variation pattern and stop type notified by the variation pattern command and the stop type command.

[0386] Details of the data shift will be described. When the MPU 201 determines that it is the timing to start executing the variation effect, it determines whether data is stored in the second hold first area of the second hold ball storage area 203e. As a result of the determination, if it is determined that data is stored in the second hold first area, the random number value in the jackpot random number counter storage area 203e1 of the second hold first area is shifted to the jackpot random number counter storage area 203f1 in the hold ball execution area 203f. Similarly, the random number value in the jackpot type counter storage area 203e2 of the second hold first area is shifted to the jackpot type counter storage area 203f2, the random number value in the stop pattern selection counter storage area 203e3 of the second hold first area is shifted to the stop pattern selection counter storage area 203f3, and the random number value in the variation type counter storage area 203e4 of the second hold first area is shifted to the variation type counter storage area 203f4.

[0387] Then, when the data shift to the hold ball execution area 203f is completed, since the second hold first area becomes empty, a shift process is performed to pack the data stored (held) in each area (the second to the fourth) of the second hold ball storage area 203e into the area with an area number one smaller (the first to the third). Note that in the first embodiment, in the second hold ball storage area 203e, data shift is performed only for the second hold areas (the first to the fourth) in which data is stored (held).

[0388] Here, the data shift performed for each holding area in the second holding ball storage area 203e will be described. For example, assume that the value of the second holding ball number counter 203b when the start determination of the variable effect is made is "4", and data is stored in all areas (the first to the fourth) of the second holding ball storage area 203e. In this state, when the data in the second holding first area is shifted to the holding ball execution area 203f and the second holding first area becomes empty, the MPU 201 shifts the data in the other areas (the second to the fourth) to the area with an area number one smaller (the first to the third). That is, the data in the second holding second area is shifted to the second holding first area, the data in the second holding third area is shifted to the second holding second area, and the data in the second holding fourth area is shifted to the second holding third area.

[0389] Also, for example, if the value of the second holding ball number counter 203b when the start determination of the variable effect is made is "2", the MPU 201 shifts only the data in the second holding second area to the second holding first area and ends the data shift. As described above, in the first embodiment, for the second holding areas (the third to the fourth) where no data is stored (held), the data shift process is not performed, so the number of data shifts can be reduced and the control burden can be reduced.

[0390] Note that regardless of the presence or absence of data, each data in the second holding areas (the second to the fourth) may be configured to be shifted to the area with an area number one smaller. In that case, since it is not necessary to determine whether data is stored (held) in the second holding areas (the second to the fourth), the creation of the program can be facilitated.

[0391] On the one hand, when it is determined that the data is not stored in the second reserved first area of the second reserved ball storage area 203e at the timing of starting the execution of the variable effect, the MPU 201 then determines whether the data is stored in the first reserved first area of the first reserved ball storage area 203d. As a result of the determination, if the data is stored in the first reserved first area, the random number value in the jackpot random number counter storage area 203d1 of the first reserved first area is shifted to the jackpot random number counter storage area 203f1 in the reserved ball execution area 203f. Similarly, the random number value in the jackpot type counter storage area 203d2 of the first reserved first area is shifted to the jackpot type counter storage area 203f2, the random number value in the stop pattern selection counter storage area 203d3 of the first reserved first area is shifted to the stop pattern selection counter storage area 203f3, and the random number value in the variable type counter storage area 203d4 of the first reserved first area is shifted to the variable type counter storage area 203f4.

[0392] Then, when the shift of the data to the reserved ball execution area 203f is completed, since the first reserved first area becomes empty, a shift process is performed to pack the data stored (reserved) in each area (the second to the fourth) of the first reserved ball storage area 203d into the area with an area number one less (the first to the third). In the first embodiment, the data shift is performed only for the first reserved areas (the first to the fourth) in which the data is stored (reserved) in the first reserved ball storage area 203d.

[0393] Here, the data shift performed for each hold area in the first hold ball storage area 203d will be described. For example, assume that the value of the first hold ball number counter 203a when the start determination of the variable effect is made is "4", and data is stored in all areas (first to fourth) of the first hold ball storage area 203d. In this state, when the data in the first hold first area is shifted to the hold ball execution area 203f and the first hold first area becomes empty, the MPU 201 shifts the data in the other areas (second to fourth) to the area with an area number one smaller (first to third). That is, the data in the first hold second area is shifted to the first hold first area, the data in the first hold third area is shifted to the first hold second area, and the data in the first hold fourth area is shifted to the first hold third area.

[0394] Also, for example, if the value of the first hold ball number counter 203a when the start determination of the variable effect is made is "2", the MPU 201 shifts only the data in the first hold second area to the first hold first area and ends the data shift. As described above, in the first embodiment, for the first hold areas (third to fourth) where no data is stored (held), no data shift process is performed, so the number of data shifts can be reduced and the control burden can be reduced.

[0395] Note that regardless of the presence or absence of data, each data in the first hold areas (second to fourth) may be configured to be shifted to the area with an area number one smaller. In that case, since it is not necessary to determine whether data is stored (held) in the first hold areas (second to fourth), the creation of the program can be facilitated.

[0396] Returning to FIG. 5, the description will continue. As described above, in the ROM 202 of the main control device 110, a jackpot opening table 202f is stored, which is referred to for the opening control of the big winning opening 65a of the variable winning device 65 when winning a jackpot in the first special symbol or second special symbol lottery game.

[0397] Here, referring to FIG. 15, the jackpot release table 202f will be described. FIG. 15 is a schematic diagram schematically showing an example of the jackpot release table 202f stored in the ROM 202. The jackpot release table 202f is referred to when a jackpot of the first special symbol or the second special symbol occurs, and based on the jackpot type in which the jackpot of each special symbol occurs, the opening mode (number of times, maximum opening time, maximum number of winning balls) of the big winning opening 65a is defined.

[0398] The jackpot release table 202f of the first embodiment is classified based on the jackpot type in which the jackpot is won. Specifically, it includes the one for "probability variation A" referred to when winning the jackpot type "probability variation A", the one for "probability variation B" referred to when winning the jackpot type "probability variation B", the one for "latent probability variation A" referred to when winning the jackpot type "latent probability variation A", the one for "short time A" referred to when winning the jackpot type "short time A", and the one for "through A" referred to when winning the jackpot type "through A". Based on these, the opening mode of the big winning opening 65a is changed.

[0399] As shown in FIG. 15, when winning the jackpot type "probability variation A", the number of times the big winning opening 65a is opened is "16 times", the maximum opening time for one opening of the big winning opening 65a is "30 seconds", and the maximum number of winning balls is "10 balls". It is defined that the number of prize balls paid out based on the winning of balls into the big winning opening 65a is "15 balls".

[0400] Also, the transition game state after the jackpot of the jackpot type "probability variation A" is "special symbol: high probability, normal symbol: high probability", and it transitions to the "probability variation state" in which the winning assistance function operates until the next jackpot.

[0401] Next, when winning the jackpot type "probability variation B", the number of times the big winning opening 65a is opened is "4 times", the maximum opening time for one opening of the big winning opening 65a is "30 seconds", and the maximum number of winning balls is "10 balls". It is defined that the number of prize balls paid out based on the winning of balls into the big winning opening 65a is "15 balls".

[0402] In addition, the transition gaming state after the jackpot of the jackpot type "Sure Change B" is "Special Reel: High Probability, Normal Reel: High Probability", and it transitions to the "Probability Fluctuation State" where the prize assistance function operates until the dynamic display of the special symbol is executed 100 times.

[0403] Next, the number of times the big winning opening 65a is set to open when winning the jackpot type "Hidden Sure Change A" is "4 times", the maximum opening time for one opening of the big winning opening 65a is "30 seconds", and the maximum number of winning balls is "10 balls", and it is stipulated that the number of prize balls paid out based on the balls winning in the big winning opening 65a is "15 balls".

[0404] In addition, the transition gaming state after the jackpot of the jackpot type "Hidden Sure Change A" is "Special Reel: High Probability, Normal Reel: Low Probability", and it transitions to the "Hidden Probability Fluctuation State" where the prize assistance function does not operate.

[0405] Next, the number of times the big winning opening 65a is set to open when winning the jackpot type "Time Shortening A" is "4 times", the maximum opening time for one opening of the big winning opening 65a is "30 seconds", and the maximum number of winning balls is "10 balls", and it is stipulated that the number of prize balls paid out based on the balls winning in the big winning opening 65a is "15 balls".

[0406] In addition, the transition gaming state after the jackpot of the jackpot type "Time Shortening A" is "Special Reel: Low Probability, Normal Reel: High Probability", and it transitions to the "Time Shortening State" where the prize assistance function operates until the dynamic display of the special symbol is executed 100 times.

[0407] Next, the number of times the big winning opening 65a is set to open when winning the jackpot type "Straight Through A" is "4 times", the maximum opening time for one opening of the big winning opening 65a is "30 seconds", and the maximum number of winning balls is "10 balls", and it is stipulated that the number of prize balls paid out based on the balls winning in the big winning opening 65a is "15 balls".

[0408] In addition, after the jackpot of the jackpot type "Through A" ends, the transition game state shifts to the "Normal game state" where the winning assistance function does not operate, with "Special drawing: low probability, Normal drawing: low probability".

[0409] In this way, since the number of prize balls that can be paid out differs for each selected jackpot type, it is possible to create a difference in the game value directly conferred according to the selected jackpot type. Also, for each selected jackpot type, by changing the game state that transitions after the jackpot game, it is possible to create a difference in the gameplay after the end of the jackpot based on the selected jackpot type. As a result, in the special symbol lottery game, it is possible to create the gameplay of which jackpot type to win, and the interest of the game can be improved.

[0410] Note that the opening mode etc. (number of times, maximum opening time, maximum winning number, number of prize balls, and transition game state) of the big winning opening 65a based on the jackpot type is not limited to the above-described embodiment, and can be changed as appropriate. Specifically, the number of opening times may be configured to be the same for each jackpot type, the maximum opening time may be configured to be changed for each jackpot type, or the maximum winning number may be configured to be changed. Also, it is not necessary to transition to separate game states for each jackpot type, and it may be configured to transition to a common game state for a plurality of jackpot types.

[0411] Also, during the jackpot game, it is configured to transition (shift) to the "Normal game state" once. By configuring it in this way, during the jackpot game, it is possible to make it difficult to confer game value by other means than the opening of the big winning opening 65a (for example, the long opening of the normal electric winning combination 64c), and it becomes possible to calculate the ball payout rate separately for each game state and during the jackpot. As a result, the calculation of the ball payout rate during the design of the game specifications becomes easy, and the design man-hours of the game specifications can be reduced.

[0412] Furthermore, in one round of the jackpot game, the opening and closing of the big winning opening 65a may be configured to be performed a plurality of times. Specifically, for example, in one round, after the opening of the big winning opening 65a is started, it is once closed at a predetermined number of seconds (e.g., "5 seconds") less than the maximum opening time, and after a predetermined closing time (e.g., "1 second"), the big winning opening 65a is opened again, and it may be configured to be closed again when the maximum opening time elapses or when the maximum number of winning prizes is won. By configuring in this way, the variations of the game in the jackpot game can be enriched, and the interest of the game can be improved.

[0413] Returning to FIG. 5, the description will be continued. The probability variation flag 203g provided in the RAM 203 of the main control device 110 is a flag for determining whether or not the special symbol is in a high probability state. Depending on whether or not this probability variation flag 203g is on, the jackpot random number table 202a (see FIG. 7) referred to in the winning or losing lottery of the special symbol is configured to be different. Specifically, in the winning or losing lottery of the special symbol, when the probability variation flag 203g is set off, the jackpot random number table 202a for the low probability state is referred to based on the probability setting value, while when the probability variation flag 203g is set on, the jackpot random number table 202a for the high probability state is referred to based on the probability setting value.

[0414] This probability variation flag 203g is set off as an initial value when the power is turned on, and at the end of the jackpot, when winning a jackpot type that shifts the game state after the end of the jackpot to the high probability state of the special symbol (that is, the jackpot type "probability variation A", "probability variation B", or "latent probability variation A"), it is set on (see S552 in FIG. 31). On the other hand, at the end of the jackpot, when winning a jackpot type that shifts the game state after the end of the jackpot to the low probability state of the special symbol (that is, the jackpot type "time shortening A" or "through A"), it is set off (see S553 in FIG. 31).

[0415] The limit counter 203h is a counter for counting whether or not the number of jackpot occurrences of the special symbol has reached a predetermined number of times (6 times in the first embodiment) after the initialization of the pachinko machine 10 or the initialization of the limit counter 203h (i.e., clearing to 0). As described above, in the pachinko machine 10 of the first embodiment, after the initialization of the pachinko machine 10, every time the number of jackpot occurrences of the special symbol reaches a predetermined number of times (6 times in the first embodiment), the game state after the end of the jackpot when the predetermined number of times is reached is always shifted to the low-probability state of the special symbol, and a limiter function is installed to prohibit the shift to the high-probability state of the special symbol. The MPU 201 of the main control device 110 is configured to refer to the value of this limit counter 203h in order to count the above-mentioned predetermined number of times.

[0416] This limit counter 203h is set to an initial value of "0" when the power is turned on, and then incremented by 1 every time a jackpot of the special symbol occurs (see S471 in FIG. 27). When the value of the limit counter 203h becomes not less than "6", that is, when the value of the limit counter 203h becomes "6" or more, it is determined that a predetermined number of jackpots have occurred and the predetermined limit number of times has been reached, and the value of the limit counter 203h is configured to be initialized (i.e., cleared to 0) (see S561 in FIG. 31).

[0417] When the MPU 201 of the main control device 110 wins a jackpot in the special symbol, it checks the value of this limit counter 203h. If the value of the limit counter 203h is less than "6", it selects one jackpot type from among the jackpot types including the jackpot type that can shift to the high-probability state of the special symbol, based on the jackpot type table 202b and the value of the jackpot type counter C2. On the other hand, if the value of the limit counter 203h is not less than "6", that is, if it is "6" or more, it selects one jackpot type from among the jackpot types that do not in...

Claims

[Claim 1] A predetermined first gaming state; a second gaming state that is more advantageous to a player than the first gaming state; a determination information acquisition means for acquiring determination information based on the establishment of a predetermined condition; A determination means for determining the determination information acquired by the determination information acquisition means; A special game generating means for generating a special game state in which a predetermined game value can be given to a player based on a predetermined lottery result derived by the determining means, a first transition means for transitioning a gaming state after the special gaming state to the first gaming state when a predetermined first lottery result is derived as the predetermined lottery result; a second transition means for transitioning a gaming state after the special gaming state to the second gaming state when a predetermined second lottery result different from the first lottery result is derived as the predetermined lottery result; A counting means for counting the number of times the predetermined lottery result has been derived; a count update means for updating a count result of the count means when the count means counts the number of times the predetermined lottery result has been derived a predetermined number; a gaming machine information suggesting means for suggesting gaming machine information relating to the gaming machine; The determination means is a normal time determination means for determining, as the predetermined lottery result, the first lottery result or the second lottery result when the number of times the predetermined lottery result has been derived by the counting means is less than the predetermined number; and an achievement time determination means for determining, when the number of times the predetermined lottery result has been derived by the counting means has reached the predetermined number, a lottery result other than the second lottery result as the predetermined lottery result, The gaming machine information suggestion means includes: and a derivation facilitation means for making it easier to derive the gaming machine information than before the first gaming state when the predetermined lottery result is derived during the first gaming state to which the state is shifted due to the determination of the arrival time of a lottery result other than the second lottery result being derived by the determination of the arrival time of the lottery result. A gaming machine characterized by:

Citation Information

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