Gaming machine

The gaming machine enhances player engagement by correlating super reach and re-drawing effects through movable bodies, light emitters, and sound outputs, improving marketability and player interest.

JP7687837B2Active Publication Date: 2025-06-03SANKYO CO LTD
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Patent Information

Application Number
JP2021041506
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-15
Publication Date
2025-06-03
Estimated Expiration
2041-03-15

AI Technical Summary

Technical Problem

The correlation between the super reach effect and re-drawing effect in gaming machines is insufficient, leading to a lack of enhanced presentation effect.

Method used

A gaming machine with a movable body, light emitter, and sound output means that executes specific and post-effect performances to enhance player engagement, featuring different advantageous states and variable displays controlled by game control means to increase the correlation between presentations.

Benefits of technology

The solution improves marketability and player interest by increasing the correlation between presentations, making the gaming experience more engaging and exciting.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007687837000003
Patent Text Reader

Abstract

To increase merchantability of a game machine having plural states.SOLUTION: Specific frequency command transmission processing is used to transmit a first specific frequency designation command regarding a remaining frequency until an execution frequency of variable display becomes a specific frequency corresponding to a time-shortening condition when power is turned on. First to third sets of the first specific frequency designation command are in a two-bite configuration each, and the command is transmitted as a performance control command of a total of six bytes since there are a total of three sets. Special pattern normal processing and special pattern buffer shift processing includes processing for transmitting a second specific frequency designation command regarding the remaining frequency up to a specific frequency in accordance with execution of a variable display. A second specific frequency designation command is in a two-byte configuration, and specific frequency command data are set to 7F[H] when a counted value of a specific frequency counter is equal to or more than 7F[H].SELECTED DRAWING: Figure 294-8
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Description

[Technical field]

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

[0002] Among gaming machines such as pachinko machines and slot machines, there are some that are capable of executing a super reach effect (specific effect) that uses a character to notify whether or not the machine is in a jackpot gaming state, and an effect (post-event effect) in which a pattern is re-drawn after a jackpot has been notified (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-34239 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the gaming machine described in the above Patent Document 1, there was a problem in that the correlation between the super reach effect and the re-drawing effect of the symbols was insufficient, and the effect of the effect could not be enhanced.

[0005] The present invention has been made in consideration of such problems, and aims to provide a gaming machine that can improve the presentation effect by increasing the correlation between specific presentations and post-presentations. [Means for solving the problem]

[0006] (A) In order to achieve the above object, the gaming machine of the present invention comprises: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A movable body, A light emitter; An operation means operable by a player; A sound output means; A performance execution means capable of executing a specific performance capable of informing the player that the game is controlled to the advantageous state, an operation performance that prompts the player to operate the operation means in the specific performance, a movable body performance that operates the movable body, and a result notification performance and a post-event performance that are executed after the movable body performance; Equipped with The advantageous state includes a first advantageous state and a second advantageous state that is more advantageous to the player than the first advantageous state, The performance execution means includes: As the specific performance, a first specific performance that displays a specific character, a second specific performance that displays a special character, and a third specific performance that displays neither the specific character nor the special character can be executed; As the post-effect performance, a first post-effect performance in which the specific character is displayed after the result notification performance is executed in the first specific performance can be executed, As the post-effect performance, a second post-effect performance in which the special character is displayed after the result notification performance is executed in the second specific performance can be executed, As the post-effect performance, after executing the result notification performance in the third specific performance, a third post-effect performance can be executed in a performance mode related to the third specific performance, in which neither the specific character nor the special character is displayed; As the movable body performance, a first movable body performance that executes the movable body performance in the first specific performance can be executed, As the movable body performance, a second movable body performance that executes the movable body performance in the second specific performance can be executed, It is possible to make the light-emitting body emit light in the post-event performance, the operation performance, the movable body performance, and the result notification performance, The sound output means can output a performance sound in the post-event performance, the operation performance, the movable body performance, and the result notification performance, The post-event performance can be executed when a first condition is met and when a second condition that is more advantageous to the player than the first condition is met. , The first post-show When the second condition is satisfied, In the second post-show When the second condition is satisfied, Common with identification The light emitter can be caused to emit light according to a light emission pattern, The third post-show When the second condition is satisfied, In The specific light emitting pattern It is possible to make the light emitter emit light in a light emission pattern different from In the first movable body performance, it is possible to output the performance sound from the sound output means using a sound output pattern common to the second movable body performance, In the first post-performance, a performance can be executed during a performance period common to the second post-performance, In the third post-performance, a performance can be executed with a performance period different from that of the first post-performance and the second post-performance, The proportion of the second advantageous state controlled varies depending on which of the first specific performance, the second specific performance, and the third specific performance is executed. It is characterized by: Furthermore, in order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine that includes a first variable display means for performing a first variable display and a second variable display means for performing a second variable display, and performs variable display based on the establishment of a start condition, and is controllable to an advantageous state that is advantageous to a player, A game control means is provided for controlling the progress of a game, The game control means includes a state control means capable of controlling to a non-special state and a special state in which the starting condition is more likely to be satisfied than the non-special state and the second variable display is more likely to be executed; the state control means terminates the special state based on the establishment of either a first condition that a total number of times of the first variable display and the second variable display during the special state reaches a first number, or a second condition that a total number of times of the second variable display during the special state reaches a second number, The game control means includes: A first counting means corresponding to the first condition; and a second counting means corresponding to the second condition, performing a count value update process for updating the count value by the first counting means, and performing a process for ending the special state when the first condition is satisfied; performing a count value update process for updating the count value by the second counting means, and performing a process related to the end of the special state when the second condition is satisfied; In both cases where the first condition is satisfied and where the second condition is satisfied, in a process relating to the end of the special state, a count value by the first counting means and a count value by the second counting means are initialized; The special state includes a first special state that is controlled when the advantageous state controlled from the non-special state ends, and a second special state that is controlled on the condition that a predetermined number of variable displays have been executed; The condition for terminating the first special state includes that a first number of variable displays have been executed in the first special state; The second special state termination condition includes that a second number of variable displays, which is greater than the first number of displays, is executed in the second special state; A period value obtained by multiplying the average variable display period of one variable display not controlled by the advantageous state executed in the second special state by the second number of times is smaller than a period value obtained by multiplying the average variable display period of one variable display not controlled by the advantageous state executed in the first special state by the second number of times. It is characterized by: With this configuration, the marketability of a gaming machine having multiple states can be improved, and the variable display in the second special state, which is controlled by executing a predetermined number of variable displays in a non-special state, can progress faster than the first special state, thereby increasing interest in playing in the second special state and improving the marketability of the gaming machine. [Brief description of the drawings]

[0007] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Diagram 2] 1 is a rear perspective view of a pachinko game machine according to an embodiment of the present invention. [Diagram 3] FIG. 13 is a diagram for explaining a frame lamp. [Figure 4] A diagram to explain the special pattern LED board, the fourth pattern unit, and the relationship between the fourth pattern unit and the game effect lamp. [Diagram 5] FIG. 2 is a diagram for explaining a display mode of a screen in an image display device. [Figure 6] A diagram to explain the various boards and the like installed in a pachinko gaming machine. [Figure 7]A diagram to explain the types of wins. [Figure 8] FIG. 2 is a diagram for explaining each random number. [Figure 9] A diagram to explain the jackpot determination table and the jackpot type determination table. [Figure 10] FIG. 11 is a diagram for explaining an example of a performance control command. [Figure 11] A diagram to explain an example of a front fluctuation pattern on the main side. [Figure 12] A figure to explain an example of a subsequent fluctuation pattern on the main side. [Figure 13] A diagram to explain the subsequent fluctuation pattern determination table when a miss occurs. [Figure 14] This is a diagram to explain the subsequent fluctuation pattern determination table at the time of a jackpot. [Figure 15] 13 is a diagram for explaining the previous fluctuation pattern determination table. FIG. [Figure 16] A diagram to explain an example of a total fluctuation pattern on the main side. [Figure 17] 13 is a diagram for explaining an example of a lottery for a presentation pattern on the sub side. FIG. [Figure 18] 13 is a flowchart showing an example of a game control main process. [Figure 19] 13 is a flowchart showing an example of a timer interrupt process for game control. [Figure 20] 13 is a flowchart showing an example of a special symbol process. [Figure 21] 13 is a flowchart showing the start winning determination process. [Figure 22] 13 is a flowchart showing an example of normal special symbol processing. [Figure 23] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 24] 13 is a flowchart showing an example of a special pattern change process. [Diagram 25] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 26] A flowchart showing an example of processing before a jackpot is released. [Figure 27] A flowchart showing an example of processing during opening of a jackpot. [Figure 28] A flowchart showing an example of processing after a jackpot is released. [Figure 29] A flowchart showing an example of a jackpot end process. [Diagram 30] 13 is a flowchart showing an example of a performance control main process. [Diagram 31] 13 is a flowchart showing an example of a performance control process. [Diagram 32] 13 is a flowchart showing an example of a variable display start setting process. [Diagram 33] FIG. 13 is a diagram for explaining the flow of a series of presentations. [Diagram 34] This is a diagram to explain the relationship before and after the decision on whether or not to win, the SP first half reach A jackpot, and the SP final reach jackpot. [Diagram 35] FIG. 13 is a diagram for explaining the scenario of the starting part. [Diagram 36] This is a diagram to explain the scenario of the provocation part (SP first half reach A). [Figure 37] This is a diagram to explain the scenario of the winning epilogue part (SP first half reach A) and the losing epilogue part (SP first half reach A). [Figure 38] This is a diagram to explain the scenario of the provocation part (SP first half reach B). [Figure 39] This is a diagram to explain the scenario of the winning epilogue part (SP first half reach B) and the losing epilogue part (SP first half reach B). [Diagram 40] This is a diagram to explain the scenario of the reel action part (late stage development of SP). [Diagram 41] This is a diagram to explain the scenario of the provocation part (SP second half reach A). [Diagram 42]This is a diagram to explain the scenario of the winning epilogue part (SP second half reach A) and the losing epilogue part (SP second half reach A). [Diagram 43] This is a diagram to explain the scenario of the provocative part (SP second half reach B). [Diagram 44] This is a diagram to explain the scenario of the winning epilogue part (SP second half reach B) and the losing epilogue part (SP second half reach B). [Diagram 45] This is a diagram to explain the scenario of the teasing part (SP final reach). [Diagram 46] This is a diagram to explain the scenario of the teasing part (SP final reach). [Figure 47] This is a diagram to explain the scenario of the winning epilogue part (SP final reach) and the losing epilogue part (SP final reach). [Figure 48] FIG. 13 is a diagram for explaining a scenario of a relief part. [Figure 49] A diagram to explain the scenario of the re-selection part (deriving odd or even symbols after button operation). [Figure 50] This is a diagram to explain the scenario of the re-selection part (deriving odd symbols after button operation) and the fanfare part. [Figure 51] This is a diagram to explain the scenario of the re-draw part (deriving an even number pattern after button operation) and the fanfare part. [Figure 52] FIG. 13 is a diagram for explaining the mechanism of output to an LED driver. [Diagram 53] 13 is a diagram for explaining the lighting mode of a game effect lamp. FIG. [Figure 54] 13 is a diagram for explaining the lighting mode of a game effect lamp. FIG. [Figure 55] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 56] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 57] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 58] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 59] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 60] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 61] 13 is a diagram for explaining the presentation mode in the start part. FIG. [Figure 62] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 63] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 64] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 65] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 66] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 67] This is a diagram to explain the presentation style in the provocative part (SP first half reach A). [Figure 68] This is a diagram to explain the presentation pattern in the winning epilogue part (SP first half reach A). [Figure 69] This is a diagram to explain the presentation pattern in the winning epilogue part (SP first half reach A). [Figure 70] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach A). [Figure 71] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach A). [Figure 72] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 73] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 74]This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 75] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 76] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 77] This is a diagram to explain the presentation style in the provocative part (SP first half reach B). [Figure 78] This is a diagram to explain the presentation pattern in the winning epilogue part (SP first half reach B). [Figure 79] This is a diagram to explain the presentation pattern in the winning epilogue part (SP first half reach B). [Figure 80] This is a diagram to explain the presentation pattern in the winning epilogue part (SP first half reach B). [Figure 81] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach B). [Figure 82] This is a diagram to explain the presentation style in the miss epilogue part (SP first half reach B). [Figure 83] This is a diagram to explain the presentation mode in the reel action part (at the time of development of the second half of the SP). [Figure 84] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 85] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 86] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 87] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 88] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 89] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 90] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 91] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 92] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 93] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 94] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 95] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 96] This is a diagram to explain the presentation style in the provocative part (SP second half reach A). [Figure 97] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 98] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 99] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 100] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 101] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 102] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 103] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 104] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 105]This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Fig. 106] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 107] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 108] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Fig. 109] This is a diagram to explain the presentation style in the provocative part (SP second half reach B). [Figure 110] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 111] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 112] This is a diagram to explain the presentation style in the winning epilogue part (SP second half reach B). [Figure 113] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Fig. 114] This is a diagram to explain the presentation style in the miss epilogue part (SP second half reach B). [Figure 115] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 116] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 117] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 118] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 119] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 120] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 121] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 122] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 123] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 124] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 125] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 126] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 127] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 128] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Figure 129] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 130] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 131] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 132] This is a diagram to explain the presentation style in the provocative part (SP final reach). [Fig. 133] This is a diagram to explain the presentation mode in the winning epilogue part (SP final reach). [Fig. 134] This is a diagram to explain the presentation mode in the winning epilogue part (SP final reach). [Fig. 135] This is a diagram to explain the presentation mode in the winning epilogue part (SP final reach). [Fig. 136] This is a diagram to explain the presentation mode in the winning epilogue part (SP final reach). [Fig. 137] This is a diagram to explain the presentation mode in the miss epilogue part (SP final reach). [Figure 138] This is a diagram to explain the presentation mode in the miss epilogue part (SP final reach). [Figure 139] 13 is a diagram for explaining the presentation mode in the rescue hit part. FIG. [Fig. 140] 13 is a diagram for explaining the presentation mode in the rescue hit part. FIG. [Fig. 141] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 142] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 143] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 144] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 145] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 146] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 147] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 148] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Figure 149] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 150] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 151]13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 152] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 153] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 154] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 155] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 156] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving odd or even symbols after button operation). FIG. [Fig. 157] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an odd number pattern after a button operation). FIG. [Fig. 158] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an odd number pattern after a button operation). FIG. [Fig. 159] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an odd number pattern after a button operation). FIG. [Fig. 160] FIG. 13 is a diagram for explaining the presentation mode in the fanfare part. [Fig. 161] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an even number pattern after a button operation). FIG. [Fig. 162] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an even number pattern after a button operation). FIG. [Fig. 163] 13 is a diagram for explaining the presentation mode in the re-selection part (deriving an even number pattern after a button operation). FIG. [Fig. 164] FIG. 13 is a diagram for explaining the presentation mode in the fanfare part. [Fig. 165] FIG. 11 is a detailed explanatory diagram of portions (b11) to (b13). [Fig. 166] FIG. 13 is a diagram for explaining a volume level. [Fig. 167] FIG. 13 is a diagram for explaining a volume level. [Fig. 168] A detailed explanatory diagram of parts (r24) to (r27). [Fig. 169] A detailed explanatory diagram of parts (r28) to (r31). [Fig. 170] FIG. 13 is a detailed explanatory diagram of parts (r32) to (r35). [Fig. 171] A detailed explanatory diagram of the role movements in (b18) to (i1). [Fig. 172] A detailed explanatory diagram of the role movements in (b18) to (i1). [Fig. 173] A detailed explanatory diagram of the reel action in (r54) to (s4). [Fig. 174] A detailed explanatory diagram of the reel action in (r54) to (s4). [Fig. 175] FIG. 13 is a diagram for explaining the relationship between the number of subtitles and the number of lines. [Fig. 176] FIG. 2 is a detailed explanatory diagram of parts (A1) to (A23). [Fig. 177] FIG. 2 is a detailed explanatory diagram of parts (A24) to (A46). [Fig. 178] A detailed explanatory diagram of parts (b4) to (b6) and a comparison diagram during the jackpot round. [Fig. 179] FIG. 11 is an explanatory diagram showing the relationship between the transparency of subtitles for dialogue and sound output. [Fig. 180] FIG. 13 is a detailed explanatory diagram of portions (b4) to (b6) and a detailed explanatory diagram of portions (o3) to (o5). [Fig. 181] FIG. 13 is a diagram for explaining a comparative example of subtitles. [Fig. 182] FIG. 11 is a detailed explanatory diagram of parts (B4) to (B11). [Fig. 183] FIG. 13 is a diagram for explaining a modified example of the pattern display. [Fig. 184] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Fig. 185]FIG. 13 is a diagram for explaining a modified example of re-drawing. [Fig. 186] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Fig. 187] FIG. 13 is a diagram for explaining a modified example of re-drawing. [Fig. 188] FIG. [Fig. 189] FIG. 2 is a detailed explanatory diagram of a blackout. [Fig. 190] 13A to 13C are detailed explanatory diagrams of the game effect lamp when a miss occurs and diagrams for explaining modified examples when a miss occurs. [Fig. 191] A detailed explanatory diagram of part (r48). [Fig. 192] 13 is a diagram for explaining an example of a parent table in a luminance data table used for a start part. FIG. [Fig. 193] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the start part. FIG. [Fig. 194] 13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP first half reach A. FIG. [Fig. 195] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP first half reach A. FIG. [Fig. 196] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of the SP first half reach A. [Figure 197] This is a diagram to explain an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP first half reach A. [Figure 198] 13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP first half reach B. FIG. [Figure 199] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP first half reach B. FIG. [Figure 200] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP first half reach B. [Figure 201] 13 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP first half reach B. [Fig. 202] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the reel action part during the development of the second half of the SP. FIG. [Fig. 203] 13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP second half reach A. FIG. [Fig. 204] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of a second half of an SP, reach A. FIG. [Fig. 205] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of a second half of an SP, reach A. FIG. [Fig. 206] This is a diagram to explain an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP second half reach A. [Fig. 207] This is a diagram to explain an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP second half reach A. [Fig. 208] 13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of the SP second half reach B. FIG. [Fig. 209] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of the SP second half reach B. FIG. [Fig. 210] This is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of SP second half reach B. [Fig. 211] FIG. 13 is a diagram illustrating an example of a parent table and a child table for a frame lamp in a brightness data table used in the miss epilogue part of SP second half reach B. [Fig. 212] 13 is a diagram for explaining an example of a parent table in a brightness data table used in the provocative part of an SP final reach. FIG. [Fig. 213] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of an SP final reach. FIG. [Fig. 214] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the provocative part of an SP final reach. FIG. [Fig. 215] FIG. 13 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the winning epilogue part of the SP final reach. [Fig. 216] 13 is a diagram for explaining an example of a parent table and a child table for a frame lamp in a brightness data table used in the missed epilogue part of the SP final reach. FIG. [Fig. 217] 13 is a diagram for explaining an example of a child table for a frame lamp in a luminance data table used for a part per relief. FIG. [Fig. 218] 13 is a diagram for explaining an example of a parent table in a brightness data table used in a re-lottery part. FIG. [Fig. 219] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-lottery part (before operation promotion). FIG. [Fig. 220] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-drawing part (pattern promotion after operation promotion). FIG. [Fig. 221] 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the re-drawing part (maintaining the pattern after operation is promoted). FIG. [Fig. 222]FIG. 13 is a diagram for explaining an example of a child table for a frame lamp in a brightness data table used in the fanfare part. [Fig. 223] 13 is a diagram for explaining an example of a parent table in a smooth rainbow luminance data table; FIG. [Fig. 224] 13 is a diagram for explaining an example of a child table in a smooth rainbow luminance data table; FIG. [Fig. 225] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the smooth rainbow luminance data table. FIG. [Fig. 226] A figure to explain an example of a grandchild table for a role lamp and a grandchild table for a left panel lamp in a smooth rainbow brightness data table. [Fig. 227] 13 is a diagram illustrating an example of a grandchild table for an Attacka lamp in the smooth rainbow brightness data table. FIG. [Fig. 228] A figure to explain an example of a grandchild table for a frame lamp in the reel operation red flashing brightness data table. [Fig. 229] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a yellow haze luminance data table; FIG. [Fig. 230] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a white blinking (white flash) luminance data table; FIG. [Fig. 231] 13 is a diagram for explaining an example of a parent table in a common red cut-in luminance data table; FIG. [Fig. 232] 13 is a diagram for explaining an example of a child table in a common red cut-in luminance data table; FIG. [Fig. 233] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table; FIG. [Fig. 234] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table; FIG. [Fig. 235]13 is a diagram for explaining an example of a grandchild table for a frame lamp in the common red cut-in luminance data table; FIG. [Fig. 236] 13 is a diagram for explaining an example of a grandchild table for a feature lamp in a common red cut-in brightness data table. FIG. [Fig. 237] 13 is a diagram for explaining an example of a grandchild table for a left panel lamp in a common red cut-in luminance data table. FIG. [Fig. 238] 13 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common red cut-in luminance data table; FIG. [Fig. 239] 13 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common red cut-in luminance data table; FIG. [Fig. 240] 13 is a diagram for explaining an example of a parent table in a common green cut-in luminance data table; FIG. [Fig. 241] 13 is a diagram for explaining an example of a child table in a common green cut-in luminance data table; FIG. [Fig. 242] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table; FIG. [Fig. 243] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table; FIG. [Fig. 244] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the common green cut-in luminance data table; FIG. [Fig. 245] 13 is a diagram for explaining an example of a grandchild table for a feature lamp in a common green cut-in brightness data table. FIG. [Fig. 246] 13 is a diagram for explaining an example of a grandchild table for the left panel lamp in the common green cut-in luminance data table. FIG. [Fig. 247] 13 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in luminance data table. FIG. [Fig. 248]13 is a diagram for explaining an example of a grandchild table for an attacca lamp in a common green cut-in luminance data table. FIG. [Fig. 249] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a non-operation prompting brightness data table. FIG. [Fig. 250] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the trigger display brightness data table and the operation promotion brightness data table. FIG. [Fig. 251] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the shutter luminance data table; FIG. [Fig. 252] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the miss luminance data table; FIG. [Fig. 253] FIG. 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Fig. 254] FIG. 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the luminance data table per repair; [Figure 255] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a hit-determined brightness data table. FIG. [Fig. 256] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in a hit-determined brightness data table. FIG. [Fig. 257] A figure to explain an example of a grandchild table for a frame lamp in the re-drawing performance brightness data table. [Fig. 258] A figure to explain an example of a grandchild table for a frame lamp in the re-drawing performance brightness data table. [Fig. 259] 13 is a diagram for explaining an example of a child table in a background luminance data table; FIG. [Fig. 260] 13 is a diagram for explaining an example of a grandchild table for a frame lamp in the background luminance data table; FIG. [Fig. 261] 13 is a diagram for explaining a comparison of lamp control when a win occurs and when a miss occurs. FIG. [Fig. 262]13 is a diagram for explaining a comparison of lamp control when a win occurs and when a miss occurs. FIG. [Fig. 263] 13 is a diagram for explaining a comparison of lamp control when a win occurs and when a miss occurs. FIG. [Fig. 264] FIG. 13 is a diagram for explaining the swinging pattern of the pattern. [Fig. 265] FIG. 13 is a diagram for explaining a modified example of the re-selection presentation. [Fig. 266] FIG. 13 is a diagram for explaining a modified example of the re-selection presentation. [Fig. 267] FIG. 13 is a diagram for explaining a modified example of the re-selection presentation. [Fig. 268] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 269] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 270] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 271] FIG. 13 is a diagram for explaining reference to a luminance data table. [Fig. 272] FIG. 11 is a diagram for explaining an example of lamp control using a brightness data table. [Fig. 273] 13 is a diagram for explaining an example of lamp control using a grandchild table based on timer management of a child table; FIG. [Fig. 274] FIG. 2 is a front view of the pachinko gaming machine according to this embodiment. [Fig. 275] FIG. 2 is a rear perspective view of the pachinko game machine according to this embodiment. [Fig. 276] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Fig. 277] 13 is a flowchart showing an example of a game control main process. [Fig. 278] 13 is a flowchart showing an example of a timer interrupt process for game control. [Fig. 279] 13 is a flowchart showing an example of a special symbol process. [Fig. 280] FIG. 13 is an explanatory diagram showing a display result determination table. [Fig. 281] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time-saving in the variable display of the first special chart in normal state or time-saving state. [Fig. 282] 13 is a flowchart showing an example of a performance control main process. [Fig. 283] 13 is a flowchart showing an example of a performance control process. [Figure 284-1] FIG. 2 is a front view of the pachinko game machine. [Figure 284-2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Figure 284-3] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 284-4] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 284-5] FIG. 2 is an explanatory diagram showing each random number. [Figure 284-6] FIG. 13 is a diagram illustrating a variation pattern. [Figure 284-7] FIG. 4 is an explanatory diagram showing various determination tables. [Figure 284-8] (A) is an explanatory diagram showing the types of jackpots, and (B) is a diagram showing the types of misses with time reduction. [Figure 284-9] 13A is an explanatory diagram of each time-saving state, and FIG. 13B is an explanatory diagram of the case where the start condition for the second time-saving state is met while the first time-saving state is operating. [Figure 284-10] A diagram showing the transition of the game state. [Figure 284-11] A diagram showing the transition of the game state. [Figure 284-12] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 284-13] FIG. 13 is an explanatory diagram of a performance control data storage area. [Figure 284-14] A diagram showing the game control main processing. [Figure 284-15] FIG. 13 is a diagram showing special symbol process processing. [Figure 284-16] A diagram showing the start winning determination process. [Figure 284-17] A diagram showing the random number determination process when winning. [Figure 284-18] A diagram showing normal processing of special symbols. [Figure 284-19] A diagram showing a variation pattern setting process. [Figure 284-20] FIG. 13 is a diagram showing a fluctuation pattern determination table. [Figure 284-21] FIG. 13 is a diagram showing a fluctuation pattern determination table. [Figure 284-22] FIG. 13 is a diagram showing a fluctuation pattern determination table. [Figure 284-23] FIG. 13 is a diagram showing a fluctuation pattern determination table. [Figure 284-24] FIG. 13 is a diagram showing a fluctuation pattern determination table. [Figure 284-25] FIG. 13 is a diagram showing a fluctuation pattern determination table. [Figure 284-26] A diagram showing the variation patterns that can be selected by the variable display of the first special pattern. [Figure 284-27] A diagram showing the variation patterns that can be selected by the variable display of the second special pattern. [Figure 284-28] A diagram showing the variation patterns that can be selected by the variable display of the second special pattern. [Figure 284-29] A figure showing the variation patterns that can be selected by the variable display of the second special pattern. [Figure 284-30] A figure showing the average variable display time of the second special chart when the variable display result is a miss in the time-saving state A. [Figure 284-31] A figure showing the average variable display time of the second special chart when the variable display result is a miss in the time-saving state B. [Figure 284-32] A figure showing the average variable display time of the second special chart when the variable display result is a miss in the time-saving state C. [Figure 284-33] A diagram showing special pattern stopping processing. [Figure 284-34] A diagram showing special pattern stopping processing. [Figure 284-35] FIG. 13 is a diagram showing the pattern determination period in a normal state. [Figure 284-36] A diagram showing the pattern determination period in time-saving state A. [Figure 284-37] A diagram showing the pattern determination period in time-saving state B. [Figure 284-38] A diagram showing the pattern determination period in time-saving state C. [Figure 284-39] A diagram showing the processing during the opening of a small win. [Figure 284-40] A diagram showing the small hit end processing. [Figure 284-41] A diagram showing the jackpot end processing. [Figure 284-42] FIG. 11 is a diagram showing the performance control process. [Figure 284-43] FIG. 13 is a diagram showing a variable display start setting process. [Figure 284-44] FIG. 13 is an explanatory diagram of the effects related to the time-saving state. [Fig. 284-45] (A) is an explanatory diagram of the entry effect, (B) is an explanatory diagram of the remaining number of times the time-saving feature is activated, (C) is an explanatory diagram of the countdown to the end of the time-saving feature, and (D) is an explanatory diagram of the result effect. [Figure 284-46] 11 is a timing chart showing the timing of updating the time-saving countdown until the end of the time-saving state and the remaining number of times display. [Figure 284-47] A figure showing the decision ratio for executing a preview performance during variable display during the variable display of the first special chart. [Figure 284-48] A figure showing the decision ratio for executing a preview performance during variable display during the variable display of the second special chart. [Figure 284-49] A diagram showing the presentation patterns of preview presentations during variable display. [Figure 284-50] A diagram showing the presentation form of the preview presentation during variable display. [Figure 284-51] FIG. 13 is a diagram showing an average variable display time in each time-saving state. [Figure 284-52] A diagram showing the variable display preview effects that can be executed in each time-saving state. [Figure 284-53] FIG. 13 is a diagram showing variation patterns that can be selected in a modified example. [Figure 284-54]1A is a diagram showing a jackpot type determination table for the second special pattern in the modified example, and (B) to (D) are diagrams showing the variation patterns that can be selected in the modified example. [Figure 284-55] FIG. 2 is an explanatory diagram of an image displayed on the image display device. [Figure 284-56] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-57] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-58] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-59] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-60] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-61] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-62] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-63] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-64] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Fig. 284-65] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-66] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-67] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-68] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-69] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-70] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-71] FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-72]FIG. 2 is a diagram showing a display mode of an image displayed on an image display device. [Figure 284-73] This is a timing chart for when you win a time-saving prize. [Figure 284-74] This is a timing chart for when you win a time-saving prize. [Figure 284-75] This is a timing chart for when you win a time-saving prize. [Figure 284-76] This is a timing chart for when you win a time-saving prize. [Figure 284-77] This is a timing chart for when you win a time-saving prize. [Figure 284-78] This is a timing chart for when you win a time-saving prize. [Figure 284-79] This is a timing chart for when you win a time-saving prize. [Figure 284-80] This is a timing chart when the time-saving chance effect can be executed on the first special chart and the second special chart. [Figure 284-81] A diagram showing whether or not a preview performance can be executed during variable display when the variable display result is a miss with time reduction. [Figure 284-82] A diagram showing whether or not a pending display preview effect will be executed and the decision ratio of the effect pattern. [Figure 284-83] A figure showing the display mode of an image displayed on an image display device when a hold display preview performance can be executed. [Figure 284-84] A figure showing the display mode of an image displayed on an image display device when a hold display preview performance can be executed. [Figure 284-85] A figure showing the display mode of an image displayed on an image display device when a hold display preview performance can be executed. [Figure 284-86] A figure showing the display mode of an image displayed on an image display device when a hold display preview performance can be executed. [Figure 284-87] A figure showing the display mode of an image displayed on an image display device when a hold display preview performance can be executed. [Figure 284-88] FIG. 4 is an explanatory diagram of image data to be drawn. [Figure 284-89] FIG. 4 is an explanatory diagram of image data to be drawn. [Fig. 284-90] A diagram showing the execution rate of preview effects during variable display. [Figure 284-91] A diagram showing the execution rate of preview effects during variable display. [Figure 284-92] A diagram showing the execution rate of preview effects during variable display. [Figure 284-93] This is an explanatory diagram of the execution timing of the preview performance during variable display and the possible winning performance patterns. [Fig. 284-94] An explanatory diagram for executing a promotion effect. [Fig. 284-95] A diagram showing the execution rate of promotion effects. [Fig. 284-96] A figure showing the display mode of an image displayed on an image display device when a promotion effect is executed. [Figure 285-1] 13A and 13B are diagrams showing the arrangement of frame lamps provided on an opening and closing door frame. [Figure 285-2] FIG. 1A is a diagram showing various lamps provided on a game board, and FIG. 1B is a diagram showing the relationship between the various lamps and a brightness data table. [Figure 285-3] (A) is a diagram to explain the background music and the light colors of various LEDs, (B) is the rainbow effect and the moving object effect, (C) is the rainbow effect, (D) is the rainbow display mode, and (E) is a diagram to explain the stopped pattern action display. [Figure 285-4] (A)~(F) are diagrams to explain right-hit promotion effects A, V, and F. [Figure 285-5] This is a diagram showing the presentation pattern from the jackpot fluctuation through the jackpot to the entry presentation A. [Figure 285-6] This is a diagram showing the presentation patterns of winning fluctuations and ceiling reaching fluctuations in the time-saving miss B. [Figure 285-7] A diagram showing the presentation mode of entry presentation B. [Figure 285-8] This figure shows the presentation mode when time-saving miss B is won during the time-saving state A1. [Figure 285-9] 13A to 13E are diagrams showing an example of a stopped symbol action display. [Figure 285-10] FIG. 13 is a diagram for explaining the mechanism of output to an LED driver. [Figure 285-11] FIG. 11 is a diagram for explaining an example of lamp control using a brightness data table. [Figure 285-12] 13 is a diagram for explaining an example of lamp control using a grandchild table based on timer management of a child table; FIG. [Figure 285-13] 13A is a diagram illustrating an example of a parent table in a luminance data table used in a fanfare production part, and FIG. 13B is a diagram illustrating an example of a child table. [Figure 285-14] 13(A) to 13(C) are diagrams illustrating an example of a grandchild table for a frame lamp in a luminance data table used in a fanfare production part. [Figure 285-15] 13(A) to 13(G) are diagrams illustrating an example of a grandchild table for a frame lamp in a luminance data table used in a fanfare production part. [Figure 285-16] 13A is a diagram for explaining an example of a parent table in a luminance data table used in the entry performance part A, and FIG. 13B is a diagram for explaining an example of a child table. [Figure 285-17] 13A to 13I are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the entry performance part A. [Figure 285-18] 13A is a diagram for explaining an example of a parent table in a luminance data table used in the break-in performance B (scene 1) part, and FIG. 13B is a diagram for explaining an example of a child table. [Figure 285-19] 13A to 13C are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 1). [Figure 285-20] 13A is a diagram for explaining an example of a parent table in a luminance data table used in the entry performance B (scene 2) part, and FIG. 13B is a diagram for explaining an example of a child table. [Figure 285-21] 13A to 13D are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 1). [Figure 285-22] 13A is a diagram for explaining an example of a parent table in a luminance data table used in the entry performance B (scene 3) part, and FIG. 13B is a diagram for explaining an example of a child table. [Figure 285-23] 13A to 13F are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 3). [Figure 285-24] 13A is a diagram for explaining an example of a parent table in a luminance data table used in the entry performance B (scene 4) part, and FIG. 13B is a diagram for explaining an example of a child table. [Figure 285-25] 13A to 13B are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 4). [Figure 285-26] 13A is a diagram for explaining an example of a parent table in a luminance data table used in the entry performance B (scene 5) part, and FIG. 13B is a diagram for explaining an example of a child table. [Figure 285-27] 13A to 13D are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the break-in performance part B (scene 5). [Figure 285-28] 13A to 13G are diagrams illustrating a comparison of lamp control between a fanfare effect, a break-in effect A, and a break-in effect B. [Figure 285-29] 13(A) and 13(B) are diagrams for explaining similar colors. [Figure 285-30] 13A is a diagram illustrating an example of a parent table in a brightness data table used in right-hit promotion performance part A, and FIG. 13B is a diagram illustrating an example of a child table. [Figure 285-31] 13A to 13D are diagrams illustrating an example of a grandchild table for a frame lamp in a brightness data table used in the right-hit promotion performance part A. [Figure 285-32] FIG. 13A is a diagram illustrating an example of a parent table, FIG. 13B is a child table, and FIG. 13C is a grandchild table in a brightness data table used in the right-hit promotion performance V part. [Figure 285-33]13A is a diagram illustrating an example of a parent table, (B) is a child table, and (C) is a grandchild table in the brightness data table used in the right-hit promotion performance F part. [Fig. 285-34] 13(A) to 13(D) are diagrams showing the display mode of the image display device and the lighting mode of the lamps in the right-hit promotion performances A, V, and F. [Fig. 285-35] This is a diagram showing grandchild tables LLA1, ELA1, and ERA1 used in right-hit promotion performance part A. [Figure 285-36] This is a diagram showing the grandchild tables ATA1, ATV1, and ATF1 used in the right-hit promotion performance parts A, V, and F, as well as the display state of the image display device and the lighting state of the lamps. [Fig. 286] FIG. 2 is a front view of the pachinko game machine. [Fig. 287] FIG. 2 is a configuration diagram showing various control boards, etc. [Fig. 288] 13 is a flowchart showing a game control main process. [Fig. 289] 13 is a flowchart showing timer interrupt processing for game control. [Fig. 290] 1 is a flowchart showing a special symbol process. [Fig. 291] A figure showing an example of determining the special chart display result. [Fig. 292] 13 is a flowchart showing a main processing for performance control. [Fig. 293] 13 is a flowchart showing a performance control process. [Figure 294-1] A diagram showing an address map of a memory area in a game control microcomputer. [Figure 294-2] FIG. 13 is a diagram showing an example of the configuration of a performance control command. [Figure 294-3] 13 is a flowchart illustrating an example of an RWM initial setting process. [Figure 294-4] 13 is a flowchart illustrating an example of a command set process. [Figure 294-5] FIG. 13 is a diagram illustrating an example of a configuration of a command transmission table. [Figure 294-6] FIG. 13 is a diagram illustrating an example of a configuration of a command extension data address table. [Figure 294-7] 13 is a flowchart illustrating an example of a data set process. [Figure 294-8] 13 is a flowchart illustrating an example of a specific number of times command transmission process. [Figure 294-9] FIG. 13 is a diagram illustrating an example of the configuration of a first specific number of times designation command. [Figure 294-10] 13 is a flowchart showing an example of normal processing of special symbols. [Figure 294-11] 13 is a flowchart showing an example of a special pattern determination process. [Figure 294-12] 13 is a flowchart showing an example of a special symbol buffer shift process. [Figure 294-13] FIG. 13 is a diagram showing an example of designation value determination. [Figure 294-14] A figure showing an example of setting the number of times the large prize opening is opened. [Figure 294-15] 13 is a flowchart showing an example of a variation pattern setting process. [Figure 294-16] FIG. 13 is a diagram showing an example of determining a fluctuation pattern. [Figure 294-17] FIG. 13 is a diagram showing an example of determining a fluctuation pattern. [Figure 294-18] 13 is a flowchart showing an example of a special pattern change process. [Figure 294-19] 13 is a flowchart showing an example of a special symbol stop time setting process. [Figure 294-20] FIG. 13 is a diagram showing an example of settings when a pattern stops. [Figure 294-21] 13 is a flowchart illustrating an example of a counter decrement process. [Figure 294-22] FIG. 13 is a diagram showing an example of arrival time data setting. [Figure 294-23] 13 is a flowchart showing an example of a time-saving subtraction process. [Figure 294-24] FIG. 13 is a diagram showing targets to be cleared when the time-saving feature ends. [Figure 294-25] A diagram showing an example of performance settings after a winning streak ends. [Figure 294-26]FIG. 13 is a diagram showing an example of the configuration of a performance setting table. [Figure 294-27] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 294-28] This figure shows an example of data setting before a small hit begins and the settings to be cleared after a miss stops. [Figure 294-29] 1 is a flowchart showing an example of a jackpot start setting process. [Figure 294-30] This is a flowchart showing an example of a small hit end processing. [Figure 294-31] A flowchart showing an example of a jackpot end process. [Figure 294-32] A figure showing an example of state settings at the end of a jackpot. [Figure 294-33] A diagram showing the setting contents corresponding to the state setting types at the end of the jackpot. [Figure 294-34] A diagram showing an example of data setting at the end of a jackpot. [Figure 294-35] 13 is a flowchart showing an example of a production side counter update process. [Figure 294-36] 13 is a flowchart illustrating an example of a number of times suggestion control process. [Figure 294-37] FIG. 13 is a diagram illustrating an example of count display control. [Figure 294-38] FIG. 13 is a diagram showing an example of performance execution. [Figure 295-1] A front view showing a pachinko gaming machine in characteristic part 069SG. [Figure 295-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine in characteristic part 069SG. [Figure 295-3] (A) is an explanatory diagram showing each random number, (B) is an explanatory diagram showing the display result determination table, (C1) and (C2) are explanatory diagrams showing the jackpot type determination table, and (D) is an explanatory diagram showing the contents of various jackpots. [Figure 295-4] An explanatory diagram showing a time-saving count determination table for each transition trigger. [Figure 295-5] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 295-6]An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 295-7] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 295-8] An explanatory diagram showing a specific example of a fluctuation pattern determination table. [Figure 295-9] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 295-10] 13 is a flowchart showing an example of a game control main process. [Figure 295-11] 13 is a flowchart showing an example of normal special symbol processing. [Figure 295-12] 13 is a flowchart showing an example of normal special symbol processing. [Figure 295-13] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 295-14] 13 is a flowchart showing an example of a special symbol stopping process. [Figure 295-15] FIG. 2 is a state transition diagram for explaining state transitions. [Figure 295-16] This is an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 295-17] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 295-18] This is also an explanatory diagram to explain Yu-time (rescue time reduction). [Figure 295-19] 13A is an explanatory diagram showing a specific example of a presentation mode related to Battle Rush, and FIG. 13B is an explanatory diagram showing a specific example of a presentation mode related to Yu-Time. [Figure 295-20] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to Extreme Battle Rush. [Figure 295-21] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a variable display count display and a special display count display. [Figure 295-22] This is a time chart showing the timing of execution of the effects when the rescue time reduction is reached after the RAM is cleared. [Figure 295-23] An explanatory diagram showing a specific example of a presentation pattern when rescue time reduction is reached after RAM is cleared. [Figure 295-24] (A) is a time chart showing the execution timing of the effect when the rescue time-saving effect is reached after 900 variable displays after a jackpot, and (B) is a time chart showing a modified example of the time-saving entry effect B. [Figure 295-25] This is an explanatory diagram showing a specific example of the presentation mode when the rescue time reduction is reached after 900 variable displays after a jackpot. [Figure 295-26] An explanatory diagram showing an example of the presentation operation when the number of reserved memories is 0 when the rescue time reduction is reached. [Figure 295-27] An explanatory diagram showing an example of a presentation operation when the number of reserved memories is 1 or more when the rescue time reduction is reached. [Figure 295-28] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode relating to a customer waiting screen. [Figure 295-29] A figure showing an example of a presentation operation regarding a transition to a customer waiting screen as feature part 069SG variant example 1. [Figure 295-30] A figure showing a modified example of the presentation operation regarding the transition to a customer waiting screen as feature part 069SG modified example 1. [Figure 295-31] A flowchart showing timer interrupt processing for game control as variant example 2 of characteristic part 069SG. [Figure 295-32] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 295-33] This is a flowchart showing the special symbol stop processing as variant example 2 of feature part 069SG. [Figure 295-34] 13 is a flowchart showing a display process as a modified example 2 of the characteristic part 069SG. [Figure 295-35] A figure showing variation example 3 of characteristic part 069SG. [Figure 295-36] A diagram for explaining the contents of various effects. [Figure 295-37] A figure showing an example of a countdown preview presentation operation. [Figure 295-38] FIG. 13 is a diagram showing an example of a countdown preview presentation. [Figure 295-39] A figure showing an example of the presentation operation for a hold change notice. [Figure 295-40] A figure showing an example of the presentation operation of the pattern chance eye announcement. [Figure 295-41] A figure showing an example of the effect display preview performance. [Figure 295-42] 11A to 11D are diagrams showing a pre-reading notice type determination table. [Figure 295-43] 11A to 11F are diagrams showing a pre-reading preview performance pattern determination table. [Figure 295-44] 13 is a flowchart showing an example of a variable display start setting process. [Figure 295-45] 13 is a flowchart showing an example of a variable display performance process. [Figure 295-46] 13A is a diagram showing a reach notice execution determination table, and (B) to (E) are diagrams showing button notice performance pattern determination tables. [Figure 295-47] 11A to 11D are diagrams showing a character preview pattern determination table. [Figure 295-48] 6(A) to 6(D) are diagrams showing movable body motion pattern decision tables. [Figure 295-49] 11A to 11D are diagrams showing a movable object preview pattern determination table. [Figure 295-50] 13(A) to 13(C) are diagrams for explaining various operation examples according to game states. [Figure 295-51] (A) is a timing chart showing the variable display mode of the pattern in the special state and the miss-shortening non-reach fluctuation pattern of the time-saving state A, and (B) is a timing chart showing the variable display mode of the pattern in the miss-shortening non-reach fluctuation pattern of the time-saving state B. [Figure 295-52] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 295-53] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the special state and time-saving state A. [Figure 295-54] This is an example of the presentation operation of a shortened non-reach missed fluctuation pattern in the time-saving state B. [Figure 295-55] This is an example of the SP Reach E and SP Reach D performance. [Figure 295-56]This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 295-57] This is a diagram comparing examples of the presentation operation of non-reach out-of-range fluctuation patterns. [Figure 295-58] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 295-59] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 295-60] This is a diagram comparing examples of the presentation operations of super reach fluctuation patterns. [Figure 295-61] 13A to 13C are timing charts showing examples of control operations when the SP reaches E, C, and D. [Figure 295-62] This is a diagram comparing a super reach and a non-reach miss. [Figure 295-63] 13A to 13C are diagrams showing examples of entry introduction effects, and FIG. 13D is a diagram showing an example of the time-saving entry effect A. [Figure 295-64] 13A to 13C are diagrams showing examples of the operation of the probability bonus entry performance, and FIG. 13B to FIG. 13C are diagrams showing examples of the operation of the time-saving entry performance B. [Figure 295-65] An explanatory diagram showing a specific example of a fluctuation pattern determination table as embodiment 2 in feature part 069SG. [Figure 295-66] A figure showing a part of the variable display start setting process as embodiment 2 in characteristic part 069SG. [Figure 295-67] FIG. 13 is a diagram showing a variable display effect pattern determination table. [Figure 295-68] This is an example of the SP Reach D performance. [Figure 295-69] FIG. 13 is a diagram for explaining characteristics according to game status. [Figure 296-1] In the characteristic part 099SG, (A) is an explanatory diagram showing each random number, (B1) and (B2) are explanatory diagrams showing a jackpot type determination table, and (C) is an explanatory diagram of the jackpot type. [Figure 296-2](A) and (B) are explanatory diagrams showing the normal pattern winning determination table, (C) is an explanatory diagram of the variable display time of the normal pattern, and (D) is an explanatory diagram of the second start winning port opening time when a normal pattern is won. [Figure 296-3] 13 is an explanatory diagram of a change pattern according to a variable display result. FIG. [Figure 296-4] FIG. 2 is an explanatory diagram of a data retention area for game control. [Figure 296-5] FIG. 13 is an explanatory diagram of a fluctuation pattern determination table in a normal state. [Figure 296-6] This is an explanatory diagram of a fluctuation pattern determination table in a special probability state. [Figure 296-7] This is an explanatory diagram of a fluctuation pattern determination table in a special probability state. [Figure 296-8] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 296-9] An explanatory diagram of a fluctuation pattern determination table in time-saving state A. [Figure 296-10] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 296-11] An explanatory diagram of a fluctuation pattern determination table in time-saving state B. [Figure 296-12] An explanatory diagram of the probability of winning at the starting winning slot and the winning interval. [Figure 296-13] FIG. 13 is an explanatory diagram of period values ​​α, β, and γ. [Figure 296-14] FIG. 11 is an explanatory diagram of period values ​​α', β', and γ'. [Figure 296-15] FIG. 13 is an explanatory diagram of period values ​​δ, ε, and ζ. [Figure 296-16] FIG. 11 is an explanatory diagram of period values ​​δ', ε', and ζ'. [Figure 296-17] FIG. 13 is an explanatory diagram of period values ​​η, θ, and ι. [Figure 296-18] FIG. 2 is an explanatory diagram of period values ​​η′, θ′, and ι′. [Figure 296-19] FIG. 13 is an explanatory diagram of period values ​​κ, λ, and μ. [Figure 296-20] FIG. 13 is an explanatory diagram of period values ​​κ', λ', and μ'. [Figure 296-21]FIG. 2 is an explanatory diagram of period values ​​v, ξ, and π. [Figure 296-22] FIG. 2 is an explanatory diagram of period values ​​v', ξ', and π'. [Figure 296-23] FIG. 4 is an explanatory diagram of each period value. [Figure 296-24] (A) is an explanatory diagram of the actual shooting values ​​of a pachinko gaming machine for 10 hours, and (B) is an explanatory diagram of the design values ​​of a pachinko gaming machine. [Figure 296-25] FIG. 11 is an explanatory diagram of calculation of an average fluctuation time in a normal state. [Figure 296-26] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state A. [Figure 296-27] FIG. 13 is an explanatory diagram of calculation of an average fluctuation time in a time-saving state B. [Figure 296-28] FIG. 13 is an explanatory diagram for calculating the average fluctuation time in a probability variable state. [Figure 296-29] This is an explanatory diagram of the average fluctuation time when the fluctuation of the second special chart is executed in the time-saving state A, the time-saving state B, and the special state. [Figure 296-30] This is an explanatory diagram of the average fluctuation time when 110 fluctuation displays of the second special chart are executed in the time-saving state A, the time-saving state B, and the special state. [Figure 296-31] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed when the number of reserved memories of the second special chart is three in the time-saving state A, the time-saving state B, and the special probability state. [Figure 296-32] (A) is an explanatory diagram of the average change time when 110 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed when the number of reserved memories of the second special chart is 2 in the time-saving state A, the time-saving state B, and the special probability state. [Figure 296-33](A) is an explanatory diagram of the average change time when 110 change displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is one, and (B) is an explanatory diagram of the average change time when 1,100 change displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories for the second special chart is one. [Figure 296-34] (A) is an explanatory diagram of the average fluctuation time when 110 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0, and (B) is an explanatory diagram of the average fluctuation time when 1,100 fluctuation displays are executed in the time-saving state A, the time-saving state B, and the special probability state when the number of reserved memories of the second special chart is 0. [Figure 296-35] FIG. 4 is an explanatory diagram of each period value. [Figure 296-36] FIG. 4 is an explanatory diagram of each period value. [Figure 297-1] 13 is an explanatory diagram showing a specific example of a variation pattern in the characteristic part 018SG. FIG. [Figure 297-2] 1A is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a low base state, and FIG. 1B is an explanatory diagram showing a specific example of a fluctuation pattern determination table in a high base state. [Figure 297-3] This figure shows the execution periods of various effects in the jackpot fluctuation patterns of Super Reach α, β, and γ. [Figure 297-4] This figure shows the execution periods of various effects in the failure variation patterns of Super Reach α, β, and γ. [Figure 297-5] (A) is a diagram for explaining the contents of various effects, and (B) is a diagram for explaining character types. [Figure 297-6] (A) is a diagram showing the display mode of characters in SP reach performances A to E, (B) is a diagram showing the lighting patterns of LEDs in SP reach performances A to E, and (C) is a diagram showing the output patterns of background music and sound effects in SP reach performances A to E. [Figure 297-7] FIG. 1A is a diagram showing an example of each light emission pattern, and FIG. 1B is a diagram showing an example of each sound pattern. [Figure 297-8]This is a tree diagram showing the flow of SP reach performances A to E. [Figure 297-9] A figure showing an example of the presentation operation from the start of the variable display of SP reaches α, β, and γ to the development into the SP reach presentation. [Figure 297-10] A figure showing an example of the presentation operation of SP reach presentation A. [Figure 297-11] A figure showing examples of the presentation operations of SP reach presentations B and C. [Figure 297-12] A diagram showing examples of the presentation operations of SP reach presentations D and E. [Figure 297-13] A figure showing an example of the presentation operation of the win / lose button presentation. [Figure 297-14] A diagram showing an example of a movable body presentation. [Figure 297-15] A figure showing an example of the presentation operation for announcing a jackpot for SP reach presentations A to E. [Figure 297-16] FIG. 13 is a diagram showing an example of the performance operation for notifying the loss of SP reach performances A to E. [Figure 297-17] A figure showing an example of the performance operation of post-performance A. [Figure 297-18] A figure showing an example of the performance operation of post-performance B. [Figure 297-19] A figure showing an example of the performance operation of post-performance B. [Figure 297-20] 13A is a diagram showing an SP reach performance type definition table A, FIG. 13B is a diagram showing an SP reach performance type definition table B, and FIG. 13C is a diagram showing an SP reach performance type definition table C. [Figure 297-21] 13 is a diagram for explaining a data table for lighting the frame LED in a smooth rainbow light emission lighting pattern. FIG. [Figure 297-22] 13 is a diagram for explaining a data table for lighting the frame LED in a flash rainbow light emission pattern. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] <Pachinko machine configuration, etc.> Fig. 1 is a front view of a pachinko gaming machine according to the present embodiment. Fig. 1 shows the layout of main components in a pachinko gaming machine 1, which is an example of a gaming machine. The pachinko gaming machine 1, which is an example of a gaming machine, is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.

[0009] In the pachinko game machine 1, the game is played by displaying the special symbols in a variable manner. The "variable display" of the special symbols means, for example, displaying a plurality of types of special symbols in a variable manner (the same applies to the other symbols described later). The variations include updating the display of a plurality of symbols, scrolling the display of a plurality of symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbols or the normal symbols described later, a plurality of types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbols described later, a plurality of types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. The variations also include a mode in which a certain symbol is displayed in a flashing manner. At the end of the variable display, a predetermined special symbol is displayed stationarily (also called derived or derived display) as a display result (the same applies to the variable display of the other symbols described later). The variable display may be expressed as a variable display or a variation.

[0010] In addition, two types of special symbols are provided as special symbols that are variably displayed in the pachinko gaming machine 1. For example, one special symbol is also called the "first special symbol" or "first special symbol," and the other special symbol is also called the "second special symbol" or "second special symbol." In addition, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game."

[0011] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.

[0012] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.

[0013] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.

[0014] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.

[0015] A character called Yume Yume-chan who appears in the performance executed by the pachinko gaming machine 1 is depicted on the game board 2 on the left side of the image display device 5. Yume Yume-chan is the main character who appears in the content used by the pachinko gaming machine 1. In addition, a character called Jam-chan who appears in the performance executed by the pachinko gaming machine 1 is depicted on the game board 2 on the lower right of the image display device 5. Jam-chan is a character who appears in the content used by the pachinko gaming machine 1.

[0016] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.

[0017] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that a game ball can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.

[0018] The variable winning ball device 6B (normal electric device) forms a second start winning hole (electric chute) that changes between a closed state and an open state by a solenoid 81 (see FIG. 6). The variable winning ball device 6B is, for example, equipped with an electric tulip-type device having a pair of movable wings, and when the solenoid 81 is in an off state, the movable wings are in a vertical position, so that the second start winning hole is in a closed state in which the game ball does not enter (also referred to as the second start winning hole being in a closed state). On the other hand, when the solenoid 81 is in an on state, the movable wings of the variable winning ball device 6B are in a tilted position, so that the second start winning hole is in an open state in which the game ball can enter (also referred to as the second start winning hole being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started. In addition, the variable winning ball device 6B may be any device that can change between a closed state and an open state, and is not limited to one that has an electric tulip-type device.

[0019] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B), general winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided. In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.

[0020] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7A having a large winning opening is provided. The special variable winning ball device 7A has a large winning opening door that is driven to open and close by a solenoid 82 (see FIG. 6), and forms a large winning opening (hereinafter referred to as a normal large winning opening) as a specific area that changes between an open state and a closed state by the large winning opening door.

[0021] For example, the special variable winning ball device 7A has a large prize opening door in the space between the game board 2 located at the back side of the pachinko game machine 1 and the glass door frame 3a (see FIG. 2) located at the front side (player side) of the pachinko game machine 1, and this large prize opening door slides horizontally between the back side and the front side of the pachinko game machine 1 to open the path to the normal large prize opening by the game ball. Specifically, when the solenoid 82 is in the off state, the large prize opening door slides to the front side of the pachinko game machine 1 to close the normal large prize opening, and the game ball cannot enter (pass) the normal large prize opening. On the other hand, when the solenoid 82 is in the on state, the large prize opening door slides to the back side of the pachinko game machine 1 to open the normal large prize opening, and the game ball can easily enter the normal large prize opening.

[0022] A gaming ball that enters the normal large prize opening is detected by the count switch 23 as it passes through an area provided inside the normal large prize opening. When the gaming ball is detected by the count switch 23 (see FIG. 6), a number of gaming balls corresponding to the detection (for example, 10 balls for each detection) are paid out to the player as prize balls. When a gaming ball enters the normal large prize opening, more prize balls are paid out than when a gaming ball enters the first start prize opening, the second start prize opening, or the general prize opening 10. When the number of gaming balls detected by the count switch 23 reaches an upper limit (for example, 10 balls), one round ends and the normal large prize opening is controlled to a closed state.

[0023] In the pachinko game machine 1, a V-variable winning ball device 7B is provided next to the special variable winning ball device 7A. The V-variable winning ball device 7B has a large winning opening door that is driven to open and close by a solenoid 83 (see FIG. 6), and forms a large winning opening (hereinafter referred to as a V-large winning opening) that changes between an open state and a closed state by the large winning opening door.

[0024] For example, the special variable winning ball device 7B has a large winning port door in the space between the game board 2 and the glass door frame 3a, and this large winning port door slides open and closes horizontally between the back and front sides of the pachinko game machine 1 to open the path to the V large winning port by the game ball. Specifically, when the solenoid 83 is in the off state, the large winning port door slides to the front side of the pachinko game machine 1 to close the V large winning port, and the game ball cannot enter (pass) the V large winning port. On the other hand, when the solenoid 83 is in the on state, the large winning port door slides to the back side of the pachinko game machine 1 to open the V large winning port, and the game ball can easily enter the V large winning port.

[0025] The game ball that enters the V-large winning port is detected by the V-winning switch 24 (see FIG. 6) by passing through a specific area (also called the V-winning area) provided inside the V-large winning port. When the game ball is detected by the V-winning switch 24, the game state is controlled to a high probability state. That is, in this embodiment, a V-winning occurs on the condition that the game ball enters the V-large winning port during a round of the high probability game state, and the game state is controlled to a high probability state. The normal high probability winning port and the V-large winning port are collectively referred to as high probability winning ports. The high probability winning port is also referred to as an attacca.

[0026] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.

[0027] In the pachinko game machine 1, a variable display of normal symbols is performed as a plurality of types of normal identification information different from the special symbols. Such variable display of normal symbols is also called a normal symbol game.

[0028] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.

[0029] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.

[0030] At the upper left and right positions of the game machine frame 3, speakers 8L and 8R are provided for reproducing and outputting sound effects and the like.

[0031] A movable body 32 that moves according to the presentation is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is configured with the character string "POWERFULII". "POWERFULII" may be the model name of the pachinko game machine 1, or may be a name representing the content used in the pachinko game machine 1 (for example, the title of an anime or the name of a singer). The characters attached to the movable body 32 may also represent the name of a character that appears in the content used in the pachinko game machine 1 (for example, "Yume Yume" representing the main character Yume Yume-chan). In this embodiment, the model name of the pachinko game machine 1 (Powerful II) is shown on the movable body 32.

[0032] 1, the movable body 32 is movable between a position above the image display device 5 and a position where it covers (overlaps) the front of the image display device 5. Specifically, the movable body 32 stops at a position where it covers (overlaps) the front of the image display device 5 by making the letters "POWERFULII" fall diagonally (so that the "P" is on the bottom and the "II" is on the top). The movable body 32 is also called a role-playing object.

[0033] At the lower right position of the game machine frame 3, there is provided a ball hitting operation handle (operation knob) 30 which is operated by a player or the like to launch a game ball toward the game area by the ball launching device.

[0034] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.

[0035] A stick controller 31A is attached to a predetermined position of the gaming machine frame 3 below the playing area as an operating stick that the player can hold and tilt (in forward, backward, left and right directions, or by pulling it towards the player). A controller sensor unit 35A (see FIG. 6) that detects the tilting of the operating stick is provided inside the main body of the stick controller 31A. A vibrator motor (not shown) for vibrating the stick controller 31A is also built into the stick controller 31A. The stick controller 31A is also called a "trigger" because it can be pulled towards the player.

[0036] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 6).

[0037] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.

[0038] The pachinko game machine 1 is provided with a special symbol LED board 20 at the lower left of the game board 2. The special symbol LED board 20 is an LED board controlled by the game control microcomputer 100, and notifies the first reserved memory number and the second reserved memory number by turning on / blinking / turning off the LEDs. In the special symbol LED board 20, the type of the special symbol (first special symbol) in the first special symbol game and the type of the special symbol (second special symbol) in the second special symbol game are represented by a combination of lighting modes such as turning on / blinking / turning off by multiple LEDs provided in the special symbol 1 variable display unit 21, for example, as shown in FIG. 4(a) described later, in the special symbol LED board 20, the type of the first special symbol is represented by a combination of lighting modes such as turning on / blinking / turning off by multiple LEDs provided in the special symbol 2 variable display unit 22, and the type of the second special symbol is represented by a combination of lighting modes such as turning on / blinking / turning off by multiple LEDs provided in the special symbol 2 variable display unit 22. In the present embodiment, the term "lighting mode" is used as a concept including lighting, blinking, and extinguishing of various lamps such as a frame lamp described below.

[0039] Furthermore, the pachinko game machine 1 is provided with a fourth symbol unit 50 at the lower left of the image display device 5. The fourth symbol unit 50 is an LED board that is controlled by the performance control CPU 120 and notifies the change of the special symbol, the number of reserved memories, the right-hit display, etc. by turning on / off / blinking the LEDs. In the fourth symbol unit 50, the type of the special symbol (first special symbol) in the first special symbol game and the type of the special symbol (second special symbol) in the second special symbol game are represented by a combination of lighting modes such as turning on / blinking / off by multiple LEDs provided in the special symbol 1 variable display unit 53, for example, as shown in FIG. 4(b) described later, in the fourth symbol unit 50, the type of the first special symbol is represented by a combination of lighting modes such as turning on / blinking / off by multiple LEDs provided in the special symbol 2 variable display unit 54, and the type of the second special symbol is represented by a combination of lighting modes such as turning on / blinking / off by multiple LEDs provided in the special symbol 2 variable display unit 54.

[0040] The pachinko game machine 1 is provided with a plurality of lamps (also called game effect lamps) on the game board 2 and the game machine frame 3. Specifically, the pachinko game machine 1 is provided with a role lamp 9A provided on the movable body 32, a board left lamp 9B provided on the left side of the game board 2, an attacca lamp 9E provided near the special variable winning ball device 7B, a V attacca lamp 9F provided near the special variable winning ball device 7A, a V lamp 9G that notifies the player that a round of a big win game state in which a V big winning hole is open and a V winning can occur, or that a V winning has occurred, an electric chute lamp 9H provided near the variable winning ball device 6B, a stick controller lamp 9J provided on the stick controller 31A, a push button lamp 9K provided on the push button 31B, a frame left lamp 9L provided on the left side of the game machine frame 3, and a frame right lamp 9R provided on the right side of the game machine frame 3. The V lamp may be used to notify the player that a big win has occurred.

[0041] The accessory lamp 9A is composed of a plurality of lamps such as accessory lamps 9A1 to 9A4. Specifically, a member with the letters "POWERFULII" attached, which is included in the movable body 32, is divided into four parts, with accessory lamp 9A1 being arranged behind the parts "P" and "O", accessory lamp 9A2 being arranged behind the parts "W" and "E", accessory lamp 9A3 being arranged behind the parts "R" and "F", and accessory lamp 9A4 being arranged behind the parts "U" and "L". As a result, when accessory lamps 9A1 to 9A4 light up (emit light) behind the member with the letters "POWERFULII" attached, "POWERFULII" is lighted up (emit light).

[0042] The left board lamp 9B is composed of multiple lamps such as left board lamps 9B1 to 9B5. A main character (for example, "Yume Yume" indicating the main character Yume Yume-chan) in the content used in the pachinko game machine 1 is depicted on the left side of the game board 2, and the left board lamps 9B1 to 9B5 are each disposed on the back side of the part of the game board 2 where the main character is depicted. As a result, when the left board lamps 9B1 to 9B5 light up (emit light) on the back side of the part of the game board 2 where the main character is depicted, the part of the game board 2 where the main character is depicted lights up (emits light).

[0043] The attacca lamp 9E is disposed on the rear side of the game board 2 near the special variable winning ball device 7B. As a result, when the attacca lamp 9E lights up (emits light) on the rear side of the game board 2, it lights up (emits light) the area near the special variable winning ball device 7B. Also, the V attacca lamp 9F is disposed on the rear side of the game board 2 near the special variable winning ball device 7A. As a result, when the V attacca lamp 9F lights up (emits light) on the rear side of the game board 2, it lights up (emits light) the area near the special variable winning ball device 7A.

[0044] The V lamp 9G is disposed behind the portion of the game board 2 that is marked with a "V". As a result, when the V lamp 9G lights up (emits light) behind the portion of the game board 2 that is marked with a "V", the portion of the game board 2 that is marked with a "V" lights up (emits light). The electric chute lamp 9H is disposed near the variable winning ball device 6B, and when it lights up (emits light), it lights up (emits light) the area near the special variable winning ball device 7B.

[0045] The stick controller lamp 9J is provided on the stick controller 31A, and when it is turned on (lights up), it lights up (lights up) the stick controller 31A. The push button lamp 9K is provided on the push button 31B, and when it is turned on (lights up), it lights up (lights up) the push button 31B.

[0046] The frame left lamp 9L is composed of a plurality of lamps 9L1 to 9L12 (described later in FIG. 3) provided on the left side of the gaming machine frame 3, and each lamp lights up (illuminates) the left side of the gaming machine frame 3. The frame right lamp 9R is composed of a plurality of lamps 9R2 to 9L12 (described later in FIG. 3) provided on the right side of the gaming machine frame 3, and each lamp lights up (illuminates) the right side of the gaming machine frame 3. The frame left lamp 9L and the frame right lamp 9R are collectively referred to as frame lamps. The role lamp 9A, the board left lamp 9B, the attacca lamp 9E, the V attacca lamp 9F, the V lamp 9G, the electric chute lamp 9H, the stick controller lamp 9J, the push button lamp 9K, the frame left lamp 9L, and the frame right lamp 9R are collectively referred to as game effect lamps 9.

[0047] FIG. 2 is a rear perspective view of the pachinko game machine 1 according to this embodiment. The main board 11 housed in a board case 201 is mounted on the rear of the pachinko game machine 1. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing settings such as the probability of winning a jackpot and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached to the outside of the main board 11, for example, at a predetermined position on the power supply board 17 (see FIG. 6).

[0048] A display monitor 29 is disposed in the center of the back surface of the main board 11, and a display changeover switch 30 (see FIG. 6) is disposed to the side of the display monitor 29. The display monitor 29 may be configured, for example, using a 7-segment LED display device. The display monitor 29 and the display changeover switch 30 are disposed in front of the main board 11 when the back surface of the game board 2 is viewed with the game machine frame 3 open.

[0049] The display monitor 29 can display winning information such as consecutive win ratio, winning combination ratio, and base. The consecutive win ratio is the ratio of the number of winning balls that have entered the large winning port (attacka) to the total number of winning balls. The winning combination ratio is the ratio of the number of winning balls that have entered the second start winning port (electric chute) and the number of winning balls that have entered the large winning port (attacka) to the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls that have been shot out. When in a setting change state or a setting confirmation state, the display monitor 29 can display the setting values ​​in the pachinko game machine 1. When in a setting change state or a setting confirmation state, the display monitor 29 may display the setting values ​​to be changed or confirmed.

[0050] When the gaming machine frame 3 is closed, the setting key 51 and the setting changeover switch 52 cannot be operated from the front side of the pachinko gaming machine 1. A glass door frame 3a having a glass window is rotatably provided in the gaming machine frame 3, and the gaming area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the gaming area can be seen through the glass window.

[0051] In the pachinko gaming machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. When the gaming machine frame 3 is closed, the security cover 50A covers the right side of the board case 201, including the setting key 51 and the setting changeover switch 52, from the rear side. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a transparent synthetic resin.

[0052] FIG. 3 is a diagram for explaining the frame lamps. The frame left lamp 9L has a group of 12 lamps, frame left lamps 9L1 to 9L12, arranged counterclockwise from the top to the bottom of the gaming machine frame 3. The frame left lamp 9L lights up or blinks a plurality of lamps (12 lamps in this example), thereby illuminating the left side of the gaming machine frame 3. On the other hand, the frame right lamp 9R has a group of 11 lamps, frame left lamps 9R2 to 9L12, arranged clockwise from the top to the bottom of the gaming machine frame 3. The frame right lamp 9R lights up or blinks a plurality of lamps (11 lamps in this example), thereby illuminating the right side of the gaming machine frame 3.

[0053] 4 is a diagram for explaining the special symbol LED board 20 and the fourth symbol unit 50. As shown in FIG. 4(a), the special symbol LED board 20 includes a special symbol 1 variable display section 21 showing the variable display of the first special symbol, a special symbol 2 variable display section 22 showing the variable display of the second special symbol, a special symbol 1 memory display section 23 showing the first reserved memory number corresponding to the first special symbol game, a special symbol 2 memory display section 24 showing the second reserved memory number corresponding to the second special symbol game, a regular symbol memory display section 25 showing the regular symbol reserved memory number, a regular symbol display section 26 showing the variable display of the regular symbol, a right-hit display section 30 encouraging the player to hit the right hand, a probability-change display section 28 showing the presence or absence of a probability-change state, a time-saving display section 29 showing the presence or absence of a time-saving state, and a round display section 27 showing the number of rounds of the jackpot. Each display unit can inform the player of the presence or absence of a variable display of special or normal symbols, the result of the display, the current game status, the number of reserved symbols, etc., by lighting or blinking with a lighting means such as an LED.

[0054] For example, the special symbol 1 variable display unit 21 notifies the player whether or not the first special symbol in the first special symbol game is being variable displayed, and the stopped symbol of the first special symbol determined by the result of the variable display, by lighting / blinking / extinguishing with a lighting means such as an LED. The special symbol 2 variable display unit 22 notifies the player whether or not the second special symbol in the second special symbol game is being variable displayed, and the stopped symbol of the second special symbol determined by the result of the variable display, by lighting / blinking / extinguishing with a lighting means such as an LED.

[0055] Furthermore, the special chart LED board 20 can urge the player to hit right by lighting / blinking / turning off the lighting means such as the LED in the right hit display unit 30. In this embodiment, when urging the player to hit right, the lighting means such as the LED in the right hit display unit 30 lights up (emits light), and when not urging the player to hit right, that is, when urging the player to hit left, the lighting means such as the LED in the right hit display unit 30 turns off. After the pattern is determined, the CPU 103 transmits a right hit display lighting designation command to the performance control CPU 120 and turns on the right hit display unit 30, and after the pattern is determined by the final variation in the high base state before returning to the normal state, it transmits a right hit display turning off designation command to the performance control CPU 120 and turns off the right hit display unit 30. In addition, when the pachinko game machine 1 has a jackpot that is not controlled to a high base after the jackpot game state, the performance control CPU 120 may light up the right-hit display unit 30 only during the jackpot round. In this case, the CPU 103 transmits a jackpot end designation command to the performance control CPU 120 and turns off the right-hit display unit 30.

[0056] Here, right-hand hit refers to operating the ball-hitting handle 30 so as to launch the game ball toward the second flow-down path among the first flow-down path and the second flow-down path through which the game medium can flow down in the game area provided on the game board 2 (a way of hitting). The first flow-down path is, for example, a path that passes through the left area of ​​the game area, and beyond which there is the first start winning hole formed in the winning ball device 6A, but there is no second start winning hole formed in the variable winning ball device 6B. The second flow-down path is, for example, a path that passes through the right area of ​​the game area, and beyond which there are the second start winning hole and the big winning hole (normal big winning hole, V big winning hole) formed in the variable winning ball device 6B. When the player launches the game ball toward the first flow-down path, the game ball flows toward the first start winning hole through the first flow-down path. When a player launches a game ball toward the second flow path, the game ball passes through the second flow path and flows toward the second start winning port or the big winning port (normal big winning port, V big winning port).

[0057] In this embodiment, in the jackpot game after the occurrence of the jackpot and in the game state after the jackpot game (time-saving state or probability variable state), the player hits the right to make the game ball enter the second start winning hole or the large winning hole provided on the right side of the game area, and during that time, the right-hit display unit 30 urges the player to hit the right. By hitting the right while the display urging the player to hit the right is being displayed, the player can make the game ball enter the second start winning hole and a predetermined number (for example, 3 balls) of prize balls are paid out, and can obtain the right to the second special game, or can make the game ball enter the normal large winning hole and a predetermined number (for example, 10 balls) of prize balls are paid out. Furthermore, as will be described in detail later, during the round of the probability variable jackpot, the V large winning hole is opened, but the player can also hit the right while the display urging the player to hit the right is being displayed to make the game ball enter the V large winning hole and obtain the right to be controlled in the probability variable state. Therefore, by hitting to the right while the display encouraging the player to hit to the right is being displayed, the player may gain an overall advantage. Note that, unlike hitting to the right, operating the ball-hitting operation handle 30 so as to launch the game ball toward the first flow path (hitting style) is also called hitting to the left.

[0058] As shown in Fig. 4(b), the fourth symbol unit 50 includes a special symbol 1 memory display section 51 that indicates the first reserved memory number corresponding to the first special symbol game, a special symbol 2 memory display section 52 that indicates the second reserved memory number corresponding to the second special symbol game, a special symbol 1 variable display section 53 that indicates the variable display status or display result of the first special symbol, a special symbol 2 variable display section 54 that indicates the variable display status or display result of the second special symbol, and a right hit display section 55 that prompts the player to hit right. Each display section can inform the player of the presence or absence of the variable display of the special symbol, the reserved number, and the right hit instruction by lighting / blinking / extinguishing by a lighting means such as an LED.

[0059] For example, the special symbol 1 variable display unit 53 notifies the player whether or not the first special symbol in the first special symbol game is being variable displayed, and the stopped symbol of the first special symbol determined by the result of the variable display, by lighting / blinking / extinguishing a lighting means such as an LED. The special symbol 2 variable display unit 54 notifies the player whether or not the second special symbol in the second special symbol game is being variable displayed, and the stopped symbol of the second special symbol determined by the result of the variable display, by lighting / blinking / extinguishing a lighting means such as an LED.

[0060] Hereinafter, the display of the change in the stopped pattern of the first special pattern by lighting means such as LEDs in the special pattern 1 variable display unit 21 and the special pattern 1 variable display unit 53 is also referred to as the change display (variable display) of the first special pattern. Also, the display of the change in the stopped pattern of the second special pattern by lighting means such as LEDs in the special pattern 2 variable display unit 22 and the special pattern 2 variable display unit 54 is also referred to as the change display (variable display) of the second special pattern.

[0061] Furthermore, in this embodiment, when the player is prompted to hit right, the lighting means such as LED in the right hit display unit 55 of the fourth symbol unit 50 lights up (emits light), and when the player is not prompted to hit right, that is, when the player is prompted to hit left, the lighting means such as LED in the right hit display unit 55 is turned off. The performance control CPU 120 turns on the right hit display unit 55 based on receiving a right hit display lighting command from the CPU 103 after the symbol is determined, and turns off the right hit display unit 55 based on receiving a right hit display turning off command from the CPU 103 after the symbol is determined by the final variation in the high base state before returning to the normal state. Note that, when the pachinko game machine 1 has a jackpot that is not controlled to the high base after the jackpot game state, the performance control CPU 120 may turn on the right hit display unit 55 only during the jackpot round. In this case, the performance control CPU 120 turns off the right-hit display unit 55 based on receiving a jackpot end designation command from the CPU 103.

[0062] FIG. 4(c) is a diagram for explaining the relationship between the fourth symbol unit and the game effect lamp. In the pachinko game machine 1, when the performance control CPU 120 receives a front fluctuation pattern command and a rear fluctuation pattern command, or a symbol determination command, among the performance control commands, the fourth symbol unit 50 and the game effect lamp are made to differ in whether or not they are switched in the lighting mode, such as on / blinking / off. The front fluctuation pattern command and the rear fluctuation pattern command are commands output from the CPU 103 of the game control microcomputer 100, which will be described later, to the performance control CPU 120 of the performance control board 12, and the front fluctuation pattern command and the rear fluctuation pattern command are output from the CPU 103 to the performance control CPU 120 as a set. Hereinafter, the front fluctuation pattern command and the rear fluctuation pattern command are also collectively referred to as a fluctuation pattern command.

[0063] Specifically, when the CPU 120 for performance control receives a variation pattern command from the CPU 103, it changes the lighting state of the LEDs (the special symbol 1 variable display 53 and the special symbol 2 variable display 54) in the fourth symbol unit 50. For example, when the CPU 120 for performance control receives a variation pattern command corresponding to the first special symbol game from the CPU 103, it switches the lighting state of the special symbol 1 variable display 53 from off, which indicates the stop of the first special symbol, to blinking, which indicates the variation of the first special symbol, based on the received variation pattern command. Also, when the CPU 120 for performance control receives a variation pattern command corresponding to the second special symbol game from the CPU 103, it switches the lighting state of the special symbol 2 variable display 54 from off, which indicates the stop of the second special symbol, to blinking, which indicates the variation of the second special symbol, based on the received variation pattern command.

[0064] On the other hand, even if the performance control CPU 120 receives a variation pattern command from the CPU 103, it does not change the lighting state of the LEDs (frame lamps, etc.) in the game effect lamps, but maintains the lighting state before receiving the variation pattern command.

[0065] Also, when the CPU 120 for performance control receives a pattern determination command from the CPU 103, it changes the lighting state of the LEDs (the special pattern 1 variable display 53 and the special pattern 2 variable display 54) in the fourth pattern unit 50. For example, when the CPU 120 for performance control receives a pattern determination command from the CPU 103 specifying that the variation of the pattern is to be ended in the first special pattern game, it switches the lighting state of the special pattern 1 variable display 53 from blinking indicating the variation of the first special pattern to off indicating the stop of the first special pattern based on the received pattern determination command. Also, when the CPU 120 for performance control receives a pattern determination command from the CPU 103 specifying that the variation of the pattern is to be ended in the second special pattern game, it switches the lighting state of the special pattern 2 variable display 54 from blinking indicating the variation of the second special pattern to off indicating the stop of the second special pattern based on the received pattern determination command.

[0066] On the other hand, even if the performance control CPU 120 receives a symbol determination command from the CPU 103, the performance control CPU 120 does not change the lighting state of the LEDs (frame lamps, etc.) in the game effect lamps, but maintains the lighting state before receiving the symbol determination command.

[0067] In this way, in the pachinko gaming machine 1, the state of the lamp (LED) changes in response to receiving the variation pattern command or the pattern determination command in the fourth symbol unit 50. In contrast, in the pachinko gaming machine 1, the state of the lamp is maintained before and after receiving the game effect lamp 9 regardless of whether the variation pattern command or the symbol determination command is received. Note that the pachinko gaming machine 1 may change the state of the game effect lamp 9 in response to receiving the variation pattern command. For example, when the game state changes from the normal state to the time-saving state after a jackpot, the pachinko gaming machine 1 may change the state of the game effect lamp 9 from the lighting state of the normal state to the lighting state of the time-saving state in response to receiving the variation pattern command that starts the time-saving state.

[0068] FIG. 5 is a diagram for explaining the display mode of the screen in the image display device 5. In most of the display area of ​​the image display device 5, images such as variable display of decorative symbols and reach effects are displayed. Specifically, in the center of the screen of the image display device 5, in synchronization with the first special symbol game and the second special symbol game, variable display of decorative symbols (such as symbols showing numbers, etc.) as multiple types of decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R. The special symbol game and variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.

[0069] The lower end of the screen of the image display device 5 is provided with a first pending memory display area 5D capable of displaying the first pending memory number by the number of circular pending displays, a second pending memory display area 5U capable of displaying the second pending memory number by the number of circular pending displays, and an active display area 5A for displaying the pending display corresponding to the currently executing variable display as an active display.

[0070] At the top right corner of the screen of the image display device 5, a fourth pattern 5J is displayed, indicating that the special pattern is being displayed variably. At the bottom of the fourth pattern 5J, numbers indicating the first reserved memory number and the second reserved memory number are displayed. The numbers indicating the reserved number are the first reserved memory number on the left and the second reserved memory number on the right. At the bottom of the display indicating the reserved number, small patterns 5M, which are smaller than each decorative pattern, are displayed. The small patterns are arranged horizontally in a row, corresponding to the decorative pattern displayed in the "left" decorative pattern display area 5L, the decorative pattern displayed in the "middle" decorative pattern display area 5C, and the decorative pattern displayed in the "right" decorative pattern display area 5R. In addition, the small pattern 5M is not hidden during the variable display, and is also a pattern that is always displayed on the screen of the image display device 5.

[0071] 5, the decorative pattern is arranged in the center of the screen of the image display device 5, and the small pattern 5M is arranged in a size smaller than the decorative pattern at the right end of the screen of the image display device 5. Therefore, the visibility of the small pattern 5M is lower than that of the decorative pattern.

[0072] As shown in Fig. 5(a), the shape of the screen of the image display device 5 is rectangular or approximately rectangular, but the game board 2 is fixed so as to cover the edge of the screen of the image display device 5. Therefore, as shown in Fig. 5(b), when the pachinko game machine 1 is viewed from the front, part of the screen of the image display device 5 (especially the edge) cannot be seen or is difficult to see because of the game board 2.

[0073] <Board configuration> FIG. 6 is a diagram for explaining various boards mounted on the pachinko game machine 1. As shown in FIG. 6, the pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a relay board 15, and the like. In addition, various boards such as a payout control board, an information terminal board, and a launch control board are arranged on the back of the pachinko game machine 1. Furthermore, a power supply board 17 connected to a power switch 91 is also mounted. The various control boards are a concept that includes not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.

[0074] In the pachinko game machine 1, power from an AC power source such as an external power source of AC 100V, such as a commercial power source, can be supplied to electrical components including various control boards such as the main board 11 and the performance control board 12 by the power supply board 17. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).

[0075] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including reserved management), execution of regular games (including reserved management), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, etc.

[0076] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, an I / O (Input / Output port) 105, and an RTC (Real Time Clock) 106.

[0077] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data of various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.

[0078] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).

[0079] The I / O 105 includes, for example, an input port to which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals for controlling (driving) the special LED board 20, etc., solenoid drive signals).

[0080] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switch (first start port switch 22A and second start port switch 22B), count switch 23, and V winning switch 24) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.

[0081] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing a clear switch 92 provided on the power supply board 17.

[0082] The output circuit 111 transmits a solenoid drive signal from the game control microcomputer 100 to the solenoid 81, the solenoid 82, or the solenoid 83.

[0083] The main board 11 is connected to a display monitor 29, a display changeover switch 30, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0084] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the game status (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.

[0085] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.

[0086] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.

[0087] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0088] The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).

[0089] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.

[0090] The display control unit 123 supplies a video signal corresponding to the performance to be executed to the image display device 5 based on an instruction to execute the performance from the performance control CPU 120, thereby displaying a performance image on the image display device 5. The performance control CPU 120 supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 in order to perform sound output synchronized with the display of the performance image, and supplies brightness data (a signal designating the on / off state of the lamp) to the LED driver in order to turn on / off the game effect lamp 9. The performance control CPU 120 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.

[0091] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.

[0092] Although the details will be described later, each game effect lamp has a game effect lamp LED board equipped with an LED (lamp) and an LED driver that supplies current to the LED. The LED driver adjusts the current to each LED (lamp) included in the game effect lamp 9 based on the brightness data from the performance control CPU 120, thereby turning on / blinking / extinguishing the game effect lamp 9. In this way, the performance control CPU 120 controls the turning on / blinking / extinguishing of the game effect lamp 9.

[0093] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).

[0094] The I / O 125 mounted on the performance control board 12 is composed of an input port for taking in performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, and brightness data signals).

[0095] Sub-substrates other than the main substrate 11, such as the performance control substrate 12 and the sound control substrate 13, are also called sub-substrates. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.

[0096] The fourth symbol unit 50 is connected to the performance control board 12, and each display section can be lit (blinked) by the control of the performance control CPU 120.

[0097] <Outline of game progress> In the pachinko game machine 1 having the above-mentioned configuration, the game proceeds as follows. The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 during the period when the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on the passing cannot be played immediately), the normal game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).

[0098] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second start winning port is opened).

[0099] When a game ball enters the first start winning port formed in the winning ball device 6A, a first special chart game is started by the special chart 1 variable display section 21 of the special chart LED board 20.

[0100] When a game ball enters the second start winning port formed in the variable winning ball device 6B, a second special chart game is started by the special chart 2 variable display section 22 of the special chart LED board 20.

[0101] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).

[0102] In the special symbol game, when the combination of the lighting modes of the multiple LEDs provided in the special symbol 1 variable display section 21 and the special symbol 2 variable display section 22 of the special symbol LED board 20 becomes a combination of lighting modes corresponding to a specific special symbol (a jackpot symbol, the actual symbol differs depending on the jackpot type described later), it becomes a "jackpot". In addition, the lighting mode corresponding to a specific special symbol (a jackpot symbol) in the combination of the lighting modes of the multiple LEDs provided in the special symbol 1 variable display section 21 and the special symbol 2 variable display section 22 of the special symbol LED board 20 is also called a "specific display result". In addition, when the combination of the lighting modes of the multiple LEDs provided in the special symbol 1 variable display section 21 and the special symbol 2 variable display section 22 of the special symbol LED board 20 becomes a combination of lighting modes corresponding to a special symbol (a losing symbol) different from the jackpot symbol, it becomes a "loss". In addition, the lighting mode corresponding to a special pattern (losing pattern) different from the jackpot pattern in the combination of lighting modes of multiple LEDs provided in the special pattern 1 variable display section 21 and the special pattern 2 variable display section 22 of the special pattern LED board 20 is also referred to as the "losing display result."

[0103] After the display result in the special game becomes "big win", the game state is controlled to a big win game state, which is advantageous to the player. The advantageous state may be controlled to a small win game state. Here, a small win is a win in which the number of times the big prize opening is allowed to be opened is smaller than that of a big win. When the small win game state ends, the game state does not change. In other words, there is no transition from the special win game state to the normal state or from the normal state to the special win game state before and after the small win game state. Also, like the big win type, a small win type may be set for the "small win".

[0104] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either the timing of the passage of a predetermined period (for example, 29 seconds or 1.8 seconds) or the timing of the number of game balls entering the large prize opening reaching a predetermined number (for example, 9), whichever comes first. This predetermined period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit period of opening. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (10 times or 7 times) is reached.

[0105] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state and the longer the upper limit period, the more advantageous it is for the player.

[0106] In addition, the "jackpot" has a set type of jackpot. For example, there are multiple types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.), and the jackpot type is set according to these. There may be jackpot types that can get many prize balls, jackpot types that can get few prize balls, or jackpot types that can hardly get any prize balls.

[0107] After the big win game state ends, the game may be controlled to a time-saving state or a special state depending on the type of big win.

[0108] In the time-saving state, control (time-saving control) is executed to shorten the average special symbol fluctuation time (period during which the special symbol fluctuates) more than in the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol fluctuation time (period during which the regular symbol fluctuates) more than in the normal state and by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state is an advantageous state for the player because it is a state in which the fluctuation efficiency of the special symbols (especially the second special symbol) is improved.

[0109] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal state. The probability variable state is an even more advantageous state for the player, since it is a state in which the fluctuation efficiency of special symbols is improved and it is easier to get a "jackpot".

[0110] The time-saving state or the probability change state continues until one of the end conditions is met first, such as the execution of a specified number of special game games or the start of the next big win game state. The end condition of the state in which a specified number of special game games are executed is also called the number-cut (number-cut time-saving, number-cut probability change, etc.).

[0111] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after power is turned on).

[0112] The state in which the probability variable control is being executed is also called the high probability state, and the state in which the probability variable control is not being executed is also called the low probability state. The state in which the time-saving control is being executed is also called the high base state, and the state in which the time-saving control is not being executed is also called the low base state. Combining these, the time-saving state is also called the low probability high base state, the probability variable state is the high probability high base state, and the normal state is the low probability low base state. The high probability state and the low base state are also called the high probability low base state.

[0113] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize hole) during the big win game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variable state after the big win game state.

[0114] In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are executed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be executed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.

[0115] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).

[0116] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.

[0117] In addition, a reach performance is executed in response to the above-mentioned reach state being reached during the variable display of the decorative pattern. In the pachinko game machine 1, a plurality of types of reach performances are executed in which the rate at which the display result (the display result of the special game or the display result of the variable display of the decorative pattern) becomes a "jackpot" (also called the jackpot reliability or jackpot expectation) differs according to the performance state. The reach performances include, for example, a normal reach and a super reach with a higher jackpot reliability than a normal reach. In addition, the super reach includes a first half of the super reach that ends with the first half of the super reach, a second half of the super reach that develops from the first half of the super reach, and a final reach that develops from the first half of the super reach. In this embodiment, the jackpot reliability is higher when the display result of the variable display is derived in the first half of the super reach than when the display result of the variable display is derived in the normal reach. In addition, the jackpot reliability is higher when the display result of the variable display is derived in the second half of the super reach than when the display result of the variable display is derived in the first half of the super reach. Also, the reliability of a jackpot is higher when the display result of the variable display is derived in the final reach than when the display result of the variable display is derived in the latter half of the super reach. Note that, hereinafter, "Super Reach" is also referred to as "SP Reach," "the first half of the Super Reach" as "the first half of the SP (first half of the SP reach)," "the second half of the Super Reach" as "the second half of the SP (second half of the SP reach)," and "the final reach" as "SP final (SP final reach)."

[0118] When the display result of the special game is a combination of lighting patterns corresponding to a "jackpot" (the specific display result described above), a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped in line on a predetermined effective line in the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R.

[0119] In the case of a "probability jackpot" that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (for example, "7") are displayed in a line, and in the case of a "non-probability jackpot (normal jackpot)" that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (for example, "6") may be displayed in a line. In this case, the odd numbered decorative symbols are also called probability jackpot symbols, and the even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After a reach state is reached with a non-probability jackpot symbol, a promotion effect that finally results in a "probability jackpot" may be executed. As a promotion effect, for example, a re-lottery effect may be executed to incite whether or not to promote to a probability jackpot symbol after a non-probability jackpot symbol (normal symbol) is temporarily stopped as a jackpot display result. Also, a round promotion effect may be executed during the jackpot game state to promote from a non-probability jackpot to a probability jackpot.

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

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

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

[0123] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.

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

[0125] <Various tables related to jackpots> Various tables relating to jackpots will be explained with reference to Figures 7 and 8.

[0126] [Winning Type] Fig. 7 is a diagram for explaining the types of winning. As shown in Fig. 7, the winning type table shows the probability of winning after the end of the jackpot game state, the base after the end of the jackpot game state, and the number of openings (number of rounds) in the jackpot for each type (kind) of winning in the jackpot.

[0127] Specifically, there are three types of jackpots: normal jackpot 1, 2 and probability jackpot 1 to 9. In the following, each round may be indicated by "R". For example, the first round is also called the 1st round, and the second round is also called the 2nd round.

[0128] A normal jackpot 1 is a jackpot that is controlled to a low probability state and a high base state after the end of a 3-round jackpot game state. In a normal jackpot 1, such a low probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 50 times).

[0129] The normal jackpot 2 is a jackpot that is controlled to a low probability state and a high base state after the end of the 3-round jackpot game state. In the normal jackpot 2, such a low probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0130] The probability of winning 1 to 5 is a winning that is controlled to a high probability state and a high base state after the end of the 3-round winning game state. In the probability of winning 1, such a high probability high base state continues until a variable display (special chart change) is executed for a predetermined number of times (for example, 100 times).

[0131] The probability of a jackpot 6 is a jackpot that is controlled to a high probability state and a high base state after the end of a 5-round jackpot game state. In the probability of a jackpot 6, such a high probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0132] The probability of a jackpot 7 is a jackpot that is controlled to a high probability state and a high base state after the end of the 7-round jackpot game state. In the probability of a jackpot 7, such a high probability high base state continues until a variable display (special chart variation) is executed for a predetermined number of times (for example, 100 times).

[0133] The probability variable jackpot 8, 9 is a jackpot that is controlled to a high probability state and a high base state after the end of the 10-round jackpot game state. In the probability variable jackpot 8, 9, such a high probability high base state continues until a variable display (special chart change) is executed for a predetermined number of times (for example, 100 times).

[0134] [Random numbers] FIG. 8 is a diagram for explaining each random number. As shown in FIG. 8, each random number is used as follows. Specifically, Random 1 is a random counter for hit determination that determines whether or not a jackpot has been reached. Random 1 is, for example, incremented by 1 from 1 until it reaches its upper limit of 65536, after which it is incremented again from 1. Random 2 is a random counter (for determining the type of jackpot) that determines the type of jackpot.

[0135] Random 3 and Random 4 are random counters (for determining the later variation pattern) that determine the variation pattern (hereinafter referred to as the later variation pattern) (variation time) corresponding to the later variation among the variation patterns. The later variation refers to the latter part of the variation of the special pattern. Note that Random 3 is a random counter that determines the later variation pattern corresponding to a miss, and for example, is updated by 1, and is updated by adding from 1 to its upper limit of 65519, and then is updated by adding from 1 again. Random 4 is a random counter that determines the later variation pattern corresponding to a win, and for example, is updated by adding from 1 to its upper limit of 239, and then is updated by adding from 1 again.

[0136] Random 5 is a random counter (for determining a previous variation pattern) that determines a variation pattern (hereinafter referred to as a previous variation pattern) (variation time) that corresponds to the previous variation among the variation patterns. A previous variation refers to the variation in the first half of the variation of a special pattern. For example, Random 5 is incremented by 1 from 1 up to its upper limit of 251, and then incremented again from 1. Random 6 is a random counter (for determining whether a win is generated based on a normal pattern) that determines whether or not a win is generated based on a normal pattern. For example, Random 6 is incremented by 1 from 1 up to its upper limit of 201, and then incremented again from 1.

[0137] In this embodiment, whether or not the game state is controlled to a jackpot game state that is advantageous to the player is determined based on the value of the jackpot determination random number (Random 1). Then, which of the multiple types of jackpots will be the jackpot is determined based on the value of the jackpot type determination random number (Random 2). At this time, the jackpot pattern may also be determined based on the value of Random 2.

[0138] In addition, first, the following variation pattern is determined according to whether the result is a hit or a miss using the following variation pattern determination random number (Random 3, 4), and the preceding variation pattern is determined using the preceding variation pattern determination random number (Random 5). Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.

[0139] [Jackpot determination table, Jackpot type determination table] 9 is a diagram for explaining the big win determination table and the big win type determination table. These tables are stored in the ROM 101.

[0140] 9(a) is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in ROM 101, and is a table in which a jackpot determination value to be compared with Random 1 is set. The jackpot determination table includes a normal (non-variable) jackpot determination table used in a normal state (a game state that is not a variable probability state, i.e., a non-variable probability state), and a variable probability jackpot determination table used in a variable probability state.

[0141] In the normal jackpot determination table, jackpot determination values ​​are set for the number of determination values ​​listed in the upper column of Fig. 9(a), and in the special jackpot determination table, jackpot determination values ​​are set for the number of determination values ​​listed in the lower column of Fig. 9(a). The special jackpot determination table has a larger number of jackpot determination values ​​than the normal jackpot determination table, because the special jackpot determination value specific to the special jackpot state is added to the jackpot determination values ​​common to the normal jackpot determination table. As a result, in the special jackpot state, a jackpot determination is made with a higher probability than in the normal state.

[0142] At a predetermined time, the CPU 103 extracts the count value of the random number circuit 104 and compares the extracted value with the value of the random number for jackpot judgment (random 1). If the random number for jackpot judgment matches any of the jackpot judgment values ​​shown in Fig. 9(a), it decides to make the special symbol a jackpot (normal jackpot or special jackpot). Note that Fig. 9(a) shows the probability (proportion) of a jackpot or a miss.

[0143] 9(b) and (c) are explanatory diagrams showing the jackpot type determination table. Fig. 9(b) is a first special symbol jackpot type determination table used to determine the jackpot type when the jackpot is determined to be a jackpot by the first special symbol. Fig. 9(c) is a second special symbol jackpot type determination table used to determine the jackpot type when the jackpot is determined to be a jackpot by the second special symbol.

[0144] In the first special chart jackpot type determination table in FIG. 9(b), the determination values ​​are set as many as the number of determination values ​​corresponding to each of the normal jackpots 1 and 2 and the probability jackpots 1 to 4, which are numerical values ​​to be compared with the random 2 value for jackpot type determination. For example, as shown in FIG. 9(b), for the first special chart, the normal jackpot 1 is assigned 25 random 2 values ​​out of 100 random 2 values, the normal jackpot 2 is assigned 25 random 2 values ​​out of 100 random 2 values, the probability jackpot 1 is assigned 5 random 2 values ​​out of 100 random 2 values, the probability jackpot 2 is assigned 37 random 2 values ​​out of 100 random 2 values, the probability jackpot 3 is assigned 4 random 2 values ​​out of 100 random 2 values, and the probability jackpot 4 is assigned 4 random 2 values ​​out of 100 random 2 values.

[0145] In the second special symbol jackpot type judgment table in Fig. 9(c), judgment values ​​are set as many as the judgment value numbers corresponding to each of the probability jackpots 5 to 9, which are numerical values ​​to be compared with the value of random 2. For example, as shown in Fig. 9(c), for the second special symbol, probability jackpot 5 is assigned 10 random 2 values ​​out of 100 random 2 values, probability jackpot 6 is assigned 5 random 2 values ​​out of 100 random 2 values, probability jackpot 7 is assigned 5 random 2 values ​​out of 100 random 2 values, probability jackpot 8 is assigned 70 random 2 values ​​out of 100 random 2 values, and probability jackpot 9 is assigned 10 random 2 values ​​out of 100 random 2 values.

[0146] Using such various jackpot type determination tables, the CPU 103 determines the type of jackpot corresponding to the jackpot type determination value with which the value of Random 2 matches as the jackpot type, and determines the jackpot symbol with which the value of Random 2 matches as the jackpot symbol. This simultaneously determines the jackpot type and the jackpot symbol corresponding to the jackpot type.

[0147] <Performance control command> FIG. 10 is a diagram for explaining an example of a presentation control command. The game control microcomputer 100 mounted on the main board 11, which is the main control board, transmits various presentation control commands to the presentation control CPU 120 according to the game control state. The presentation control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). Note that the command format shown in FIG. 10 is an example, and other command formats may be used. Note that, although "(H)" indicates hexadecimal in the following description, it may be omitted in this specification.

[0148] Command 80XX(H) is a variation pattern command that specifies a variation pattern (previous variation pattern) corresponding to the previous variation among the variation patterns of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the previous variation pattern). The previous variation on the sub side refers to the variation of the first half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of the multiple types of previous variation patterns, there is a previous variation pattern command corresponding to each of the previous variation patterns identified by that number.

[0149] Command 84XX(H) is a variation pattern command that specifies a variation pattern (post-variation pattern) corresponding to a post-variation among the variation patterns of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern (XX corresponds to the number of the post-variation pattern). The post-variation on the sub side refers to the latter half of the variation of the decorative pattern variably displayed on the image display device 5 in response to the variable display of the special pattern. When a unique number is assigned to each of the multiple types of post-variation patterns, there is a post-variation pattern command corresponding to each of the post-variation patterns identified by that number.

[0150] The front variation pattern command and the rear variation pattern command are transmitted as a set of two commands from the CPU 103 to the performance control CPU 120. The performance control CPU 120 cannot specify the variation pattern by receiving only one of the front variation pattern command and the rear variation pattern command, but can specify the variation pattern by receiving both the front variation pattern command and the rear variation pattern command.

[0151] Command 8101(H) is a first variable display start command that specifies the start of variable display of the first special symbol. Command 8102(H) is a second variable display start command that specifies the start of variable display of the second special symbol. When the performance control CPU 101 receives command 8101(H) or command 8102(H), it controls the image display device 5 to start variable display of the decorative symbol.

[0152] Command 8C01(H) is a display result 1 designation command (miss designation command) indicating that a miss has been determined. Command 8C02(H) is a display result 2 designation command (normal jackpot 1 designation command) indicating that a normal jackpot 1 has been determined. Command 8C03(H) is a display result 3 designation command (normal jackpot 2 designation command) indicating that a normal jackpot 2 has been determined. Command 8C04(H) is a display result 4 designation command (probability jackpot 1 designation command) indicating that a probability jackpot 1 has been determined. Command 8C05(H) is a display result 5 designation command (probability jackpot 2 designation command) indicating that a probability jackpot 2 has been determined. Command 8C06(H) is a display result 6 designation command (probability jackpot 3 designation command) indicating that a probability jackpot 3 has been determined. Command 8C07(H) is a display result 7 designation command (probability variable jackpot 4 designation command) indicating that probability variable jackpot 4 has been determined. Command 8C08(H) is a display result 8 designation command (probability variable jackpot 5 designation command) indicating that probability variable jackpot 5 has been determined. Command 8C09(H) is a display result 9 designation command (probability variable jackpot 6 designation command) indicating that probability variable jackpot 6 has been determined. Command 8C10(H) is a display result 10 designation command (probability variable jackpot 7 designation command) indicating that probability variable jackpot 7 has been determined. Command 8C11(H) is a display result 11 designation command (probability variable jackpot 8 designation command) indicating that probability variable jackpot 8 has been determined. Command 8C12(H) is a display result 12 designation command (probability variable jackpot 9 designation command) indicating that probability variable jackpot 9 has been determined. The miss designation command, normal jackpot 1, 2 designation command, and special jackpot 1 to 9 designation command, or these collectively, are also referred to as 8C series commands.

[0153] Command 8D01(H) is a first symbol change designation command that indicates the start of variable display of the first special symbol. Command 8D02(H) is a second symbol change designation command that indicates the start of variable display of the second special symbol. The first symbol change designation command and the second symbol change designation command, or these collectively, are also referred to as 8D commands. Command 8F00(H) is a symbol determination designation command that designates the end of the variation of the first special symbol and the second special symbol.

[0154] Command 9000(H) is an initialization designation command that designates initialization (designates the display of the initial screen at power-on) that is sent when power supply to the gaming machine is started. Command 9200(H) is a power outage recovery designation command that designates the restoration of power outage (designates the display of a power outage recovery screen) that is sent when power supply to the gaming machine is resumed. Command 9500(H) is a normal state designation command that designates the background of the normal state. Command 9501(H) is a time-saving state designation command that designates the background of the time-saving state. Command 9502(H) is a special chance state designation command that designates the background of the special chance state. The normal state designation command, the time-saving state designation command, and the special chance state designation command, or these collectively, are also referred to as 95 series commands or background designation commands.

[0155] Command 9F00(H) is a customer waiting demo designation command that designates a transition to a customer waiting demonstration display. The performance control CPU 120 determines that there is no currently reserved ball by receiving the customer waiting demo designation command. Then, 30 seconds after receiving the customer waiting demo designation command, the performance control CPU 120 displays a video for demonstration on the image display device 5. The performance control CPU 120 lights up the game effect lamp 9 in a lamp mode for demonstration 30 seconds after receiving the customer waiting demo designation command. The lighting mode of the game effect lamp 9 for demonstration is livelier (high brightness, many flashing modes, rainbow lighting, etc.) than the lighting mode of the game effect lamp 9 in the normal state. This allows the player to see the appeal of the pachinko game machine 1. In the customer waiting demonstration display, the background in the normal state (hereinafter also referred to as the normal background) is displayed, and the decorative symbols are displayed in a stopped state in each of the decorative symbol display areas 5L, 5C, and 5R. In addition, in the demonstration display while waiting for customers, the title of the gaming machine 1 (for example, "POWERFUL II") may be displayed, or an introductory image (still image or video) of a part of the presentation may be displayed.

[0156] Command A001(H) is a jackpot start 1 designation command that specifies the start of normal jackpot 1. Command A002(H) is a jackpot start 2 designation command that specifies the start of normal jackpot 2. Command A003(H) is a special jackpot start 3 designation command that specifies the start of special jackpot 1. Command A004(H) is a special jackpot start 4 designation command that specifies the start of special jackpot 2. Command A005(H) is a special jackpot start 5 designation command that specifies the start of special jackpot 3. Command A006(H) is a special jackpot start 6 designation command that specifies the start of special jackpot 4. Command A007(H) is a special jackpot start 7 designation command that specifies the start of special jackpot 5. Command A008(H) is a special jackpot start 8 designation command that specifies the start of special jackpot 6. Command A009(H) is a probability variable jackpot start 9 designation command that specifies the start of probability variable jackpot 7. Command A010(H) is a probability variable jackpot start 10 designation command that specifies the start of probability variable jackpot 8. Command A011(H) is a probability variable jackpot start 11 designation command that specifies the start of probability variable jackpot 9. Each of the jackpot start 1 to 11 designation commands, or these collectively, are also referred to as A0 series commands.

[0157] A1XX(H) is a command for specifying when the large prize opening is open, indicating that the large prize opening is open for the number of times (rounds) indicated by XX. The command for specifying when the large prize opening is open is also referred to as an A1-series command. A2XX(H) is a command for specifying after the large prize opening is open, indicating that the large prize opening is closed for the number of times (rounds) indicated by XX. The command for specifying after the large prize opening is open is also referred to as an A2-series command.

[0158] Command A301(H) is a jackpot end 1 designation command that specifies the end of normal jackpot 1. Command A302(H) is a jackpot end 2 designation command that specifies the end of normal jackpot 2. Command A303(H) is a jackpot end 3 designation command that specifies the end of special jackpot 1. Command A304(H) is a jackpot end 4 designation command that specifies the end of special jackpot 2. Command A305(H) is a jackpot end 5 designation command that specifies the end of special jackpot 3. Command A306(H) is a jackpot end 6 designation command that specifies the end of special jackpot 4. Command A307(H) is a jackpot end 7 designation command that specifies the end of special jackpot 5. Command A308(H) is a jackpot end 8 designation command that specifies the end of special jackpot 6. Command A309(H) is a jackpot end 9 designation command that designates the end of probability variable jackpot 7. Command A310(H) is a jackpot end 10 designation command that designates the end of probability variable jackpot 8. Command A311(H) is a jackpot end 11 designation command that designates the end of probability variable jackpot 9. Each of the jackpot end 1 to 11 designation commands, or these collectively, are also referred to as A3 series commands.

[0159] Command AD00(H) is a probability change determination device passing command that specifies that a V win has occurred. The probability change determination device passing command is a command that is sent when the game ball that has passed through the V large winning port enters the V winning area and is detected by the V winning switch 24.

[0160] Command B100(H) is a first start winning designation command that designates that a first start winning has occurred. Command B200(H) is a second start winning designation command that designates that a second start winning has occurred.

[0161] Command C1XX(H) is a first reserved memory number designation command that designates that the first reserved memory number has reached the number indicated by XX. The first reserved memory number designation command is also referred to as a C1 series command. Command C2XX(H) is a second reserved memory designation command that designates that the second reserved memory number has reached the number indicated by XX. The second reserved memory number designation command is also referred to as a C2 series command.

[0162] Commands C4XX(H) and C6XX(H) are presentation control commands that indicate the contents of the winning judgment results such as the jackpot judgment, the jackpot type judgment, and the variation pattern type judgment at the time of starting winning into the first or second starting winning port. Among these, command C4XX(H) is a design designation command that indicates whether or not a winning will occur and the type of the winning judgment result among the winning judgment results.

[0163] C7XX(H) is a special prize opening entry designation command that indicates the passage of the gaming ball into the special prize opening on the number (round) indicated by XX.

[0164] A command in which MODE is FD (H) and the 4th bit of EXT is 0 is a right-hit display off command that indicates turning off the right-hit display. A command in which MODE data is FD (H) and the 4th bit of EXT data is 1 is a right-hit display on command that indicates turning on the right-hit display. In this embodiment, the right-hit display on command is also referred to as an FD-based command.

[0165] At the time of start winning, the game control microcomputer 100 judges whether or not a jackpot will be obtained, the type of jackpot, and the range of judgment values ​​of the random number for judging the type of variation pattern. Then, a value specifying a jackpot and a value specifying the type of jackpot are set in the EXT data of the designation command, and control is performed to transmit the set to the performance control CPU 120. The game control microcomputer 100 also sets a value specifying the range of judgment values ​​as the judgment result of the type of variation pattern in the EXT data of the variation type command, and control is performed to transmit the set to the performance control CPU 120. The performance control CPU 120 can recognize whether or not the display result is a jackpot and the type of jackpot based on the value set in the designation command, and can recognize the type of variation pattern based on the variation type command.

[0166] <Fluctuating pattern> The contents of the fluctuation patterns and how the fluctuation patterns are determined will be described with reference to Figs.

[0167] In this embodiment, a plurality of types of variation patterns are set by the game control microcomputer 100, which is the main side. Each variation pattern is managed by a main variation number and is composed of a combination of a front variation pattern that is a variation pattern corresponding to a front variation and a rear variation pattern that is a rear variation, and each combination includes different contents. The front variation pattern corresponds to the front variation pattern command (80XX(H)) described using FIG. 10, and the rear variation pattern corresponds to the rear variation pattern command (84XX(H)) described using FIG. 10.

[0168] [Main side front fluctuation pattern] FIG. 11 is a diagram for explaining an example of a previous change pattern on the main side. Among the multiple types of previous change patterns each assigned a previous change number, previous change number 1 is a previous change pattern command (8000(H)) that specifies a normal change (for example, a change in a decorative pattern over 13 seconds). Previous change number 2 is a previous change pattern command (8001(H)) that specifies a shortened change (for example, a change in a decorative pattern over 7 seconds). Previous change number 3 is a previous change pattern command (8002(H)) that specifies a super shortened change (for example, a change in a decorative pattern over 3 seconds).

[0169] Previous variation number 4 is a previous variation pattern command (8003(H)) that specifies a normal reach (normal or first half of SP) (a reach that ends in a normal reach or an SP first half reach after entering a reach state). Previous variation number 5 is a previous variation pattern command (8004(H)) that specifies a normal reach (second half of SP development) (a reach that develops into an SP second half reach after entering a reach state). Previous variation number 6 is a previous variation pattern command (8005(H)) that specifies a normal reach (final reach development) (a reach that develops into a final reach after entering a reach state).

[0170] The previous variation number 7 is a previous variation pattern command (8006(H)) that specifies that a normal reach (normal or SP first half) is executed after one pseudo variation. A pseudo variation is a variable display (variable display) in which the variable display (variable display) of the decorative pattern is temporarily stopped and then resumed from the start of the variable display (variable display) to the time the display result of the variable display is derived and displayed. Such a performance of repeating pseudo variations is also called a pseudo consecutive. By executing a pseudo consecutive, a variable display based on one reserved memory can be made to look like a pseudo multiple variable display to the player. Note that a variable display that is temporarily stopped and then resumed is also called a "re-variable display". The previous variation number 8 is a previous variation pattern command (8007(H)) that specifies that a normal reach (SP second half development) is executed after one pseudo variation. The previous variation number 9 is a previous variation pattern command (8008(H)) that specifies a normal reach (final reach development) after one pseudo variation.

[0171] Previous fluctuation number 10 is a previous fluctuation pattern command (8009(H)) that specifies that a normal reach (normal or first half of SP) is to be executed after two pseudo fluctuations. Previous fluctuation number 11 is a previous fluctuation pattern command (800A(H)) that specifies that a normal reach (second half of SP development) is to be executed after two pseudo fluctuations. Previous fluctuation number 12 is a previous fluctuation pattern command (800B(H)) that specifies a normal reach (final reach development) after two pseudo fluctuations.

[0172] A change time is specified for each previous change pattern, and an animation (moving image) is displayed on the image display device 5 for each change time. In the pachinko game machine 1, it takes about 33.3 msec for one still image (called a frame) that constitutes a moving image. For example, in the case of patterns of previous change numbers 7 to 9, the change time is set to 41,500 msec, and the number of frames is about 1,246. In addition, in the case of patterns of previous change numbers 10 to 12, the change time is set to 62,000 msec, and the number of frames is about 1,861.

[0173] [Main side rear fluctuation pattern] FIG. 12 is a diagram for explaining an example of a post-fluctuation pattern on the main side. Among the multiple types of post-fluctuation patterns each assigned with a post-fluctuation number, post-fluctuation number 1 is a post-fluctuation pattern command (8400(H)) that specifies a 13-second fluctuation. Post-fluctuation number 2 is a post-fluctuation pattern command (8401(H)) that specifies a 7-second fluctuation. Post-fluctuation number 3 is a post-fluctuation pattern command (8402(H)) that specifies a 3-second fluctuation. Post-fluctuation number 4 is a post-fluctuation pattern command (8403(H)) that specifies the execution of a pseudo consecutive fake. A pseudo consecutive fake is a performance that appears to execute a pseudo consecutive, but does not execute the pseudo consecutive after all.

[0174] The later change number 5 is a later change pattern command (8404(H)) that specifies a normal reach (miss) (a change in a decorative pattern that becomes a reach state but does not develop into an SP reach and becomes a miss state). The later change number 6 is a later change pattern command (8405(H)) that specifies the first half of the SP (miss) (a change in a decorative pattern that develops into an SP reach but becomes a miss state in the first half of the SP reach). The later change number 7 is a later change pattern command (8406(H)) that specifies the second half of the SP (miss) (a change in a decorative pattern that develops into the second half of the SP reach but becomes a miss state in the second half of the SP reach). The later change number 8 is a later change pattern command (8407(H)) that specifies a final reach (miss) (a change in a decorative pattern that develops into a final reach but becomes a miss state in the final reach).

[0175] The later change number 9 is a later change pattern command (8408(H)) that specifies a normal reach (hit) (a change in the decorative pattern that becomes a reach state and becomes a hit state). The later change number 10 is a later change pattern command (8409(H)) that specifies the first half of the SP (hit) (a change in the decorative pattern that develops into an SP reach and becomes a hit state in the first half of the SP reach). The later change number 11 is a later change pattern command (840A(H)) that specifies the second half of the SP (hit) (a change in the decorative pattern that develops into the second half of the SP reach and becomes a hit state in the second half of the SP reach). The later change number 12 is a later change pattern command (840B(H)) that specifies a final reach (hit) (a change in the decorative pattern that develops into a final reach and becomes a hit state in the final reach).

[0176] [Determining the pattern of subsequent fluctuations] The post-variation pattern is determined using different random counters depending on whether the jackpot is determined to be a jackpot or a miss in the jackpot determination. FIG. 13 is a diagram for explaining the post-variation pattern determination table in the case of a miss. As shown in FIG. 13, when the jackpot is determined to be a miss in the jackpot determination, the post-variation pattern is determined using the random 3 described in FIG. 8. Furthermore, when the jackpot is determined to be a miss in the jackpot determination, the post-variation pattern is determined using different judgment value numbers depending on the number of reserved memories after consumption, and the post-variation number determined is also different.

[0177] Specifically, as shown in Fig. 13(a), when the number of reserved memories after consumption is 0, one of the post-change patterns is determined from the post-change numbers 1, 4, and 5 to 8, and a different judgment value number is set for each of the post-change patterns. The probability of determining one of the post-change numbers 6 to 8 that develop into SP reach or final reach (selection rate of post-change numbers 6 to 8) is about 1 / 102.

[0178] When the number of reserved memories after consumption is one, one of the following change patterns is determined from the following change numbers 1, 4, 5 to 8, and a different judgment value number is set for each following change pattern. The probability of being determined to be one of the following change numbers 6 to 8 that develop into SP reach or final reach (selection rate of following change numbers 6 to 8) is approximately 1 / 102.

[0179] When the number of reserved memories after consumption is 2, one of the following change patterns is determined from the following change numbers 2, 4, 5 to 8, and a different judgment value number is set for each following change pattern. The probability of being determined to be one of the following change numbers 6 to 8 that develop into SP reach or final reach (selection rate of following change numbers 6 to 8) is about 1 / 102.

[0180] When the number of reserved memories after consumption is 3, one of the following change patterns is determined from the following change numbers 3, 4, 5 to 8, and a different judgment value number is set for each following change pattern. The probability of being determined to be one of the following change numbers 6 to 8 that develop into SP reach or final reach (selection rate of following change numbers 6 to 8) is about 1 / 102.

[0181] In this way, the subsequent variation pattern is determined using a different judgment value number depending on the number of reserved memories after consumption, and further, the subsequent variation number is determined using a different judgment value number depending on the number of reserved memories after consumption, so that the type of variation pattern changes depending on the number of remaining reserved memories, thereby adding variety to the game and increasing the interest of the game.

[0182] Fig. 14 is a diagram for explaining the post-variation pattern determination table at the time of a jackpot. As shown in Fig. 14, when a jackpot is determined in the jackpot determination, the post-variation pattern is determined using the random 4 described in Fig. 8. Furthermore, when a jackpot is determined in the jackpot determination, the post-variation pattern is determined using different judgment values ​​according to the type of jackpot.

[0183] Specifically, as shown in Fig. 14(a), when the normal jackpot 1, 2, the probability jackpot 1, 2, 5 to 8 are determined, one of the post-variation patterns is determined from the post-variation numbers 9 to 12, and a different judgment value number is provided for each of the post-variation patterns. The probability of determining one of the post-variation numbers 10 to 12 that develop into the SP reach or the final reach (selection rate of the post-variation numbers 10 to 12) is about 1 / 1.1.

[0184] When the probability of the big win is determined to be either 3 or 9, one of the post-change patterns is determined from the post-change numbers 9 to 12, and a different judgment value number is set for each of the post-change patterns. The probability of being determined to be one of the post-change numbers 10 to 12 that develop into SP reach or final reach (selection rate of post-change numbers 10 to 12) is about 1 / 1.1.

[0185] When the probability of winning 4 is determined, one of the post-variation patterns is determined from the post-variation numbers 9 to 12, and a different judgment value number is set for each of the post-variation patterns. The probability of being determined to be one of the post-variation numbers 10 to 12 that develop into SP reach or final reach (selection rate of post-variation numbers 10 to 12) is about 1 / 1.1.

[0186] In this way, the subsequent variation pattern is determined using different judgment value numbers depending on the type of jackpot, so that the type of variation pattern changes depending on the type of jackpot, thereby adding variety to the game and increasing the interest of the game.

[0187] Also, as shown in FIG. 13, the probability of the subsequent variable numbers 6 to 8 which develop into the SP reach or final reach is approximately 1 / 102 in the case of a miss, whereas it is higher at approximately 1 / 1.1 in the case of a jackpot. Therefore, if the SP reach or final reach develops, the player can have hope that a jackpot will occur.

[0188] [Previous fluctuation pattern determination] 15 is a diagram for explaining the previous fluctuation pattern determination table. The previous fluctuation pattern is determined by using the number of random 5 determination values ​​that differ according to the type of the previous fluctuation pattern that is determined first. Furthermore, the previous fluctuation number that is determined also differs according to the type of the previous fluctuation pattern that is determined first.

[0189] Specifically, as shown in Fig. 15(a), when the post-fluctuation pattern of post-fluctuation number 1 is determined, the post-fluctuation pattern of post-fluctuation number 1 is determined. As shown in Fig. 15(b), when the post-fluctuation pattern of post-fluctuation number 2 is determined, the post-fluctuation pattern of post-fluctuation number 2 is determined. As shown in Fig. 15(c), when the post-fluctuation pattern of post-fluctuation number 3 is determined, the post-fluctuation pattern of post-fluctuation number 3 is determined. As shown in Fig. 15(d), when the post-fluctuation pattern of post-fluctuation number 4 is determined, the post-fluctuation pattern of post-fluctuation number 1 is determined.

[0190] As shown in Fig. 15(e), when a post-fluctuation pattern of either post-fluctuation number 5 or 9 is determined, a post-fluctuation pattern of either post-fluctuation number 4 or 7 is determined. As shown in Fig. 15(f), when a post-fluctuation pattern of either post-fluctuation number 6 or 10 is determined, a post-fluctuation pattern of either post-fluctuation number 4, 7, or 10 is determined. As shown in Fig. 15(g), when a post-fluctuation pattern of either post-fluctuation number 7 is determined, a post-fluctuation pattern of either post-fluctuation number 5, 8, or 11 is determined.

[0191] As shown in Fig. 15(h), when the post-fluctuation pattern of post-fluctuation number 11 is determined, the post-fluctuation pattern is determined to be one of the post-fluctuation patterns of post-fluctuation number 5, 8, or 11. As shown in Fig. 15(i), when the post-fluctuation pattern of post-fluctuation number 8 is determined, the post-fluctuation pattern is determined to be one of the post-fluctuation patterns of post-fluctuation number 6, 9, or 12. As shown in Fig. 15(j), when the post-fluctuation pattern of post-fluctuation number 12 is determined, the post-fluctuation pattern is determined to be one of the post-fluctuation patterns of post-fluctuation number 6, 9, or 12.

[0192] [Total variation pattern] Fig. 16 is a diagram for explaining an example of the total fluctuation pattern on the main side. When the rear fluctuation pattern and the front fluctuation pattern are determined as described in Figs. 13 to 15, the fluctuation pattern becomes one of the main fluctuation patterns 1 to 26 as shown in Fig. 16.

[0193] Fig. 17 is a diagram for explaining an example of the drawing of the performance pattern on the sub side. As shown in Fig. 17, the performance control CPU 120 on the sub side determines the performance pattern by drawing based on the variation pattern command received from the CPU 103 on the main side.

[0194] For example, when the performance control CPU 120 receives a variation pattern command corresponding to any one of the main variation numbers 7 to 9 from the CPU 103, it determines from among the multiple types of reach performances to either the SP first half reach A miss pattern performance described below, or the SP first half reach B miss pattern performance. When the performance control CPU 120 receives a variation pattern command corresponding to any one of the main variation numbers 18 to 20 from the CPU 103, it determines from among the multiple types of reach performances to either the SP first half reach A hit pattern performance described below, or the SP first half reach B hit pattern performance.

[0195] When the CPU 120 for controlling the performance receives a variation pattern command corresponding to any one of the main variation numbers 10 to 12 from the CPU 103, it determines, among the multiple types of reach performances, either the performance of the miss pattern of the SP latter half reach A described later, or the performance of the miss pattern of the SP latter half reach B described later. When the CPU 120 for controlling the performance receives a variation pattern command corresponding to any one of the main variation numbers 21 to 23 from the CPU 103, it determines, among the multiple types of reach performances, either the performance of the hit pattern of the SP latter half reach A described later, or the performance of the hit pattern of the SP latter half reach B described later.

[0196] <Operation> Next, the operation (action) of the pachinko gaming machine 1 will be described.

[0197] [Main operations of main board 11] First, the main operations on the main board 11 will be described.

[0198] (Special pattern processing) 18 is a flow chart showing an example of the game control main process. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is started up, and the CPU 103 executes the game control main process.

[0199] In the game control main process shown in Fig. 18, the CPU 103 first sets interrupts to be prohibited (step S1). Then, the CPU 103 performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.

[0200] Next, the CPU 103 judges whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the OFF state, backup data is present, and the backup RAM is normal. When the power supply to the pachinko game machine 1 is started, if the clear switch 92 provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it may be judged in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it may be judged whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and the presence or absence of data errors.

[0201] When the restoration condition is met (Y in step S3), the CPU 103 executes restoration processing (step S4) and then executes setting confirmation processing (step S5). The CPU 103 performs the restoration processing in step S4 to set a working area based on the contents stored in the RAM 102. By setting the working area using the backup data stored in the RAM 102, it is possible to restore the game state when the power supply was stopped, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stop.

[0202] If the recovery condition is not satisfied (N in step S3), the CPU 103 executes an initialization process (step S6) and then executes a setting change process (step S7). The initialization process in step S6 includes a clearing process for clearing flags, counters, and buffers stored in the RAM 102, and the execution of the clearing process sets initial values ​​in the working area.

[0203] In the setting confirmation process of step S5, it is determined whether a predetermined setting confirmation condition is satisfied. The setting confirmation condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting confirmation process of step S5 is executed when the recovery condition including the clear signal being in the OFF state is satisfied in step S3. Therefore, the setting confirmation condition can be satisfied when the clear signal is in the OFF state, so the setting confirmation condition can also include the clear signal being in the OFF state.

[0204] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko gaming machine 1 enters a setting confirmation state in which the setting values ​​set therein can be confirmed, and a setting confirmation start command is sent from the main board 11 to the performance control board 12. In the setting confirmation state, the setting values ​​set in the pachinko gaming machine 1 can be confirmed by displaying them on the display monitor 29. When the setting confirmation state is to be ended, a setting confirmation end command is sent from the main board 11 to the performance control board 12.

[0205] When the pachinko game machine 1 is in the setting confirmation state, it may be in a game stop state in which the progress of the game in the pachinko game machine 1 is stopped. In the game stop state, the launch of the game ball by the operation of the ball hitting operation handle 30, the detection of the game ball by various switches, etc., are stopped, and control may be performed such that a missing symbol or the like is frozen and a display corresponding to a game stop state other than a missing symbol is performed. When the setting confirmation state ends, the game stop state associated with it may also end.

[0206] In the setting change process of step S7, the CPU 103 determines whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the power supply is started, the detection signal from the door open sensor 90 is in the ON state and the setting key 51 is turned ON. The setting change condition may include the clear signal being in the ON state.

[0207] When the setting change condition is satisfied in the setting change process of step S7, the pachinko game machine 1 enters a setting change state in which the setting value set therein can be changed, and a setting change start command is sent from the main board 11 to the performance control board 12. In the setting change state, the setting value is displayed on the display monitor 29, and the numerical value displayed on the display monitor 29 is updated and displayed in sequence every time the operation of the setting change switch 52 is detected. After that, the CPU 103 stores (updates and stores) the setting value displayed on the display monitor 29 in the backup area of ​​the RAM 102 based on the setting key 51 being turned off by an attendant of the game arcade or the like, and turns off the display monitor 29. When the setting change state is to be ended, a setting change end command is sent from the main board 11 to the performance control board 12.

[0208] When the pachinko gaming machine 1 is in the setting change state, the pachinko gaming machine 1 may be in a game stop state, similarly to when it is in the setting confirmation state. When the setting change state ends, the game stop state associated with it may also end.

[0209] On the performance control board 12 side, when a setting check start command or a setting change start command is received, control may be performed to notify that the setting is being checked or changed. For example, a predetermined image may be displayed on the image display device 5, a predetermined sound may be output from the speakers 8L and 8R, or a light-emitting member such as the game effect lamp 9 may be made to emit light in a predetermined manner.

[0210] The clear signal is turned on by, for example, pressing a clear switch 92 provided on the power supply board 17. Therefore, when the power supply is started, if the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch 92 is on, the initialization process of step S6 and the setting change process of step S7 are executed to control the setting change state, and if the clear switch 92 is off, the recovery process of step S4 and the setting confirmation process of step S5 are executed to control the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off or the setting key 51 is off, if the clear switch 92 is on, the initialization process of step S6 is executed but the setting change state is not controlled, and if the clear switch 92 is off, the recovery process of step S4 is executed but the setting confirmation state is not controlled.

[0211] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S8). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S9), and permits the interrupt (step S10). After that, a loop process is started. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.

[0212] (Game control timer interrupt processing) Fig. 19 is a flow chart showing an example of a game control timer interrupt process. When the CPU 103 that has executed the game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt process shown in the flow chart of Fig. 19. When the game control timer interrupt process shown in Fig. 19 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main side error process to perform an abnormality diagnosis of the pachinko game machine 1, and can issue a warning if necessary according to the diagnosis result (step S22). After this, the CPU 103 executes a predetermined information output process to output data such as jackpot information (information indicating the number of jackpots that have occurred), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times the special state has been entered) to be supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).

[0213] Following the information output process, the CPU 103 executes a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the jackpot game state, the control of the game state, and the like.

[0214] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display unit 26, and the number of reserved normal symbols is displayed by lighting the normal symbol memory display unit 25.

[0215] After the normal symbol process is executed, as part of the game control timer interrupt process, a process when a power outage occurs, a process for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control process (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control process of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control process is executed, the interrupt is permitted and then the game control timer interrupt process is terminated.

[0216] (Special design processing) Fig. 20 is a flowchart showing an example of the special symbol process. The special symbol process is a flowchart showing an example of the process executed in step S25 shown in Fig. 19. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0217] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of ​​the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of step S27 shown in FIG. 19 after the special symbol process process is completed.

[0218] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S117) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.

[0219] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the special symbol normal processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "jackpot" and the type of jackpot if it is a "jackpot" are determined (pre-determined) before the display result is derived and displayed. Furthermore, in the special symbol normal processing, a determined special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the special symbol normal processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").

[0220] When making various decisions based on random numbers, various tables (tables in which decision values ​​compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.

[0221] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "jackpot". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.

[0222] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (such as whether or not there is a reach), and the content of the presentation during the variable display of the decorative patterns (such as the type of reach presentation), and is also called the variable display pattern.

[0223] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the special symbol to vary in the special symbol 1 variable display unit 21 and the special symbol 2 variable display unit 22, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.

[0224] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for stopping the variation of the special symbol in the special symbol 1 variable display unit 21 or the special symbol 2 variable display unit 22, and setting the special symbol to stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "jackpot", the value of the special symbol process flag is updated to "4". If the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "miss", when the time-saving state or the probability change state is controlled and the end of the number-cut is established, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.

[0225] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.

[0226] The jackpot opening process in step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening was opened, and a process of determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the jackpot opening is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.

[0227] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.

[0228] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.

[0229] The pachinko game machine 1 is configured such that the winning probability of a jackpot and the ball payout rate change according to the set value. For example, in the special symbol normal processing of the special symbol process processing, the winning probability of a jackpot and the ball payout rate change by using a display result judgment table (winning probability) according to the set value. For example, the set value is made up of six stages from 1 to 6, with 6 being the highest winning probability of a jackpot, and the winning probability of a jackpot decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this example, when the set value is set to 6, the player has the highest advantage, and the advantage decreases stepwise as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the winning probability of a jackpot changes according to the set value, the ball payout rate may also change according to the set value. The winning probability of a jackpot is constant regardless of the set value, while the number of rounds in a jackpot game state may change according to the set value. The pachinko game machine 1 may be configured to be able to set any one of a plurality of set values ​​with different advantages for the player. The setting value set in the pachinko gaming machine 1 is notified to the performance control board 12 by transmitting a setting value designation command from the main board 11 side to the performance control board 12 side.

[0230] The number of setting values ​​that can be set in the pachinko gaming machine 1 may be five or less or seven or more. The smaller the setting value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The game characteristics may be changed according to the setting value set in the pachinko gaming machine 1. For example, when the setting value set in the pachinko game machine 1 is 1, the gameplay is such that the probability of a jackpot in the normal state is 1 / 320, and the probability of the jackpot state loops at a rate of 65% (so-called probability loop type); when the setting value set in the pachinko game machine 1 is 2, the gameplay is such that the probability of a jackpot in the normal state is 1 / 200, and the game state after the jackpot game ends is controlled to a probability of the jackpot state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game, while the rate at which the game ball passes through the predetermined switch during the jackpot game varies depending on the variable special chart (so-called V probability of the jackpot type); and when the setting value set in the pachinko game machine 1 is 3, the gameplay is such that the probability of a jackpot is 1 / 320, and the game state is controlled to a jackpot game state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (during time-saving control) (so-called type 1 / 2 mixed type). When the setting value set in the pachinko game machine 1 is any one of 1 to 3, the gameplay is the same, but a setting in which the probability of a jackpot is higher than when the setting value is any one of 1 to 3, but the number of prize balls that can be acquired during a jackpot game is smaller (for example, when the setting value set in the pachinko game machine 1 is any one of 4 to 6) may be provided. When the gameplay is changed according to the setting value, a common switch may be used for different purposes. Specifically, when the setting value is 1 to 3, a predetermined switch provided in the special variable winning ball device 7 may be used as a performance switch (a switch for executing a predetermined performance every time the game ball passes through a predetermined area), and when the setting value is 4 to 6, the predetermined switch may be used as a game switch (a switch for controlling the game state to a probability variable state or a jackpot game state based on the game ball passing through the predetermined switch).

[0231] The jackpot type may be determined at different rates depending on the set value based on the allocation of the judgment value in the jackpot type judgment table. Alternatively, the jackpot type may be determined at a common rate regardless of the set value. The fluctuation pattern may be determined at different rates depending on the set value based on the allocation of the judgment value in the fluctuation pattern judgment table. Alternatively, the fluctuation pattern may be determined at a common rate regardless of the set value. The execution rate of normal reach and super reach may differ depending on the set value, so that the setting value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution rate of normal reach and super reach may be common regardless of the set value. In addition, any setting suggestion performance may be executed at different rates depending on the set value.

[0232] (Start winning judgment process) FIG. 21 is a flowchart showing the start winning judgment process. The CPU 103 executes the start winning judgment process in S101 of the special symbol process shown in FIG. 20. In the start winning judgment process, the CPU 103 first judges whether the first start hole switch 22A provided corresponding to the first start winning hole formed by the winning ball device 6A is on or not (step S51). At this time, if the first start hole switch 22A is on (Y in step S51), it judges whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) (step S52). The CPU 103 may specify the first special symbol reserved memory number by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit not shown, for example. When the number of reserved first special charts is not the upper limit in step S52 (N in step S52), the storage value of a start port buffer provided in a game control buffer setting unit (not shown), for example, is set to "1" (step S53).

[0233] When the first start port switch 22A is off in step S51 (N in step S51) or when the first special symbol reserved memory number has reached the upper limit in step S52 (Y in step S52), the second start port switch 22B is determined to be on or not based on a detection signal from the second start port switch 22B provided corresponding to the second start port formed by the variable winning ball device 6B (step S54). At this time, if the second start port switch 22B is on (Y in step S54), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) (step S55). The CPU 103 may specify the second special symbol reserved memory number by reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting unit not shown, for example. When the number of reserved second special charts is not the upper limit in step S55 (N in step S55), the storage value of the start port buffer provided in the game control buffer setting unit (not shown), for example, is set to "2" (step S56).

[0234] After executing either the process of step S53 or step S56, the number of reserved memories corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated so as to add 1 (step S57). For example, when the start port buffer value is "1", the first reserved memory count value is added by 1, while when the start port buffer value is "2", the second reserved memory count value is added by 1. Thus, the first reserved memory count value is updated so as to increase by 1 when the game ball passes (enters) the first start winning port and the first start condition corresponding to the special game using the first special game is established. Also, the second reserved memory count value is updated so as to increase by 1 when the game ball passes (enters) the second start winning port and the second start condition corresponding to the special game using the second special game is established. At this time, the total reserved memory count is also updated so as to add 1 (step S58). For example, the total reserved memory count value, which is the stored value of the total reserved memory counter provided in the game control counter setting unit (not shown), may be updated so as to add 1.

[0235] After executing the process of step S58, the CPU 103 extracts numerical data indicating the random number value RANDOM 1 for jackpot determination, the random number value RANDOM 2 for jackpot type determination, and the random number values ​​RANDOM 3 and RANDOM 4 for variation pattern determination from the numerical data updated by the random number circuit 104 or the random counter of the game control counter setting unit (not shown) (step S59). The numerical data indicating each random number value thus extracted is stored by being set as reserved information at the head of an empty entry in the special chart reserved storage unit according to the start port buffer value (step S60). For example, when the start port buffer value is "1", the numerical data indicating the random number values ​​RANDOM 1 to RANDOM 4 are stored in the first special chart reserved storage unit (not shown), while when the start port buffer value is "2", the numerical data indicating the random number values ​​RANDOM 1 to RANDOM 4 are stored in the second special chart reserved storage unit (not shown).

[0236] The numerical data indicating the random number value RANDOM1 for determining a jackpot and the random number value RANDOM2 for determining the type of jackpot are used to determine whether the result of the variable display of the special symbol or decorative symbol is a "jackpot" or not, and further, to determine the type of jackpot when the result of the variable display is a "jackpot". The random number values ​​RANDOM3 and RANDOM4 for determining the variable pattern are used to determine the variable pattern including the variable display time of the special symbol or decorative symbol. By executing the process of step S59, the CPU 103 extracts numerical data indicating all of the random number values ​​used to determine the variable display mode including the variable display result and the variable display time of the special symbol or decorative symbol.

[0237] Following the process of step S59, the start port winning designation command transmission setting is performed according to the start port buffer value (step S60). For example, when the start port buffer value is "1", the storage address of the first start winning designation command table in ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, and the like, to perform the setting for transmitting the first start winning designation command to the performance control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start winning designation command table in ROM 101 is stored in the buffer area of ​​the transmission command buffer, and the like, to perform the setting for transmitting the second start winning designation command to the performance control board 12. The start winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of S27 shown in FIG. 19 after the special symbol process process is completed.

[0238] Following the process of step S60, the CPU 103 stores a random number value in a storage area corresponding to the reserved memory (step S61). After that, the CPU 103 clears the start hole buffer and initializes the stored value to "0" (step S62), and then ends the start winning judgment process. This ensures that even if both the first start hole switch 22A and the second start hole switch 22B simultaneously detect a valid start winning of a game ball, the process based on the detection of both valid start winnings can be completed.

[0239] (Special pattern normal processing) FIG. 22 is a flow chart showing an example of the normal special symbol processing. As shown in FIG. 22, in the normal special symbol processing, the CPU 103 judges whether there is reserved memory data in the first reserved memory buffer (a memory buffer for storing reserved memory information of the first special symbol) or the second reserved memory buffer (a memory buffer for storing reserved memory information of the second special symbol) (step S1001). If there is no reserved memory data in either the first reserved memory buffer or the second reserved memory buffer (N in step S1001), it judges whether a predetermined period has passed since the fluctuation stop (step S1002). If the predetermined period has not passed since the fluctuation stop (N in step S1002), the normal special symbol processing is terminated. On the other hand, if the predetermined period has passed since the fluctuation stop (Y in step S1002), a process for transmitting a customer waiting demo designation command is performed (step S1003), and the normal special symbol processing is terminated. Here, when the customer waiting demo designation command is transmitted, a customer waiting demo designation command transmission completion flag indicating that the customer waiting demo designation command has been transmitted is set. Then, when the special symbol normal processing is executed after the next timer interruption after the customer waiting demo designation command is transmitted, the customer waiting demo designation command transmission completion flag is set, so that the customer waiting demo designation command is not transmitted again. Such a customer waiting demo designation command transmission completion flag is reset when the next variable display of the special symbol is started.

[0240] When there is reserved memory data in the first reserved memory buffer or the second reserved memory buffer (Y in step S1001), the CPU 103 judges whether the first data among the data set in the reserved specific area is data indicating "second" (step S1004). If the first data set in the reserved specific area is not data indicating "second" (i.e., data indicating "first") (N in step S1004), the CPU 103 sets data indicating "first" to the special symbol pointer (a flag indicating whether the special symbol process processing is being performed for the first special symbol or the second special symbol) (step S1005). If the first data set in the reserved specific area is data indicating "second" (Y in step S1004), the CPU 103 sets data indicating "second" to the special symbol pointer (step S1006).

[0241] In this embodiment, depending on whether data indicating "first" or "second" is set in the special symbol pointer, the display of the first special symbol and the display of the second special symbol are performed using a common processing routine. When data indicating "first" is set in the special symbol pointer, the display of the first special symbol is performed based on the reserved memory data stored in the first reserved memory buffer. On the other hand, when data indicating "second" is set in the special symbol pointer, the display of the second special symbol is performed based on the reserved memory data stored in the second reserved memory buffer.

[0242] Under the control of steps S1004 to S1006, if there is at least one second reserved memory data in the second reserved memory buffer, the display of the variable second special pattern based on the data of the second reserved memory is executed in priority to the display of the variable first special pattern based on the data of the first reserved memory.

[0243] Next, CPU 103 reads out each random number stored in the storage area corresponding to reserved memory number=1 indicated by the special symbol pointer, and stores it in the reserved memory buffer of RAM 102 (step S1007). Specifically, when the special symbol pointer indicates "first", CPU 103 reads out each random number stored in the storage area corresponding to first reserved memory number=1 in the first reserved memory buffer, and stores it in the reserved memory buffer of RAM 102. Also, when the special symbol pointer indicates "second", CPU 103 reads out each random number stored in the storage area corresponding to second reserved memory number=1 in the second reserved memory buffer, and stores it in the reserved memory buffer of RAM 102.

[0244] Then, CPU103 subtracts 1 from the count value of the reserved memory number counter pointed to by the special symbol pointer, and shifts the contents of each storage area (step S1008). Specifically, when the special symbol pointer points to "first", CPU103 subtracts 1 from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory buffer. When the special symbol pointer points to "second", CPU103 subtracts 1 from the count value of the second reserved memory number counter, and shifts the contents of each storage area in the second reserved memory buffer.

[0245] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.

[0246] Therefore, the order in which the random number values ​​stored in the respective storage areas corresponding to each first pending memory number (or each second pending memory number) are extracted always matches the order of the first pending memory number (or second pending memory number) = 1, 2, 3, 4.

[0247] Next, CPU103 performs control to transmit the reserved memory number designation command indicated by the special symbol pointer to the performance control CPU120 based on the value of the reserved memory number counter indicated by the special symbol pointer after subtraction (step S1009). In this case, if the special symbol pointer is set to a value indicating "first", CPU103 performs control to transmit the first reserved memory number designation command. Also, if the special symbol pointer is set to a value indicating "second", CPU103 performs control to transmit the second reserved memory number designation command.

[0248] Next, CPU 103 transmits a background designation command (step S1010), reads out random R (random number for jackpot determination) from the reserved memory buffer, and executes the jackpot determination module (step S1011). In this case, CPU 103 reads out the random number for jackpot determination extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and performs jackpot determination. The jackpot determination module is a program that executes a process to compare a predetermined jackpot determination value (see FIG. 8) with the random number for jackpot determination, and decides that a jackpot has occurred if they match. In other words, it is a program that executes the process of jackpot determination.

[0249] In the process of jackpot determination, when the game state is in a probability variable state (high probability state), the probability of a jackpot is higher than when the game state is in a non-probability variable state (normal game state and time-saving state). Specifically, a probability variable jackpot determination table (table in which the values ​​in the lower column of FIG. 9(a) are set) in which a large number of jackpot determination values ​​are set in advance, and a normal time jackpot determination table (table in which the values ​​in the upper column of FIG. 9(a) are set) in which a smaller number of jackpot determination values ​​are set than in the probability variable jackpot determination table are provided. Then, the CPU 103 checks whether the game state is in a probability variable state, and when the game state is in a probability variable state, performs the process of jackpot determination using the probability variable jackpot determination table, and when the game state is in a normal state or time-saving state, performs the process of jackpot determination using the normal time jackpot determination table. That is, when the value of the random number for determining a jackpot (RANDOM 1) matches any of the jackpot determination values ​​shown in Fig. 9(a), the CPU 103 determines that the special symbol is a jackpot. If it is determined that a jackpot is determined (Y in step S1011), the process proceeds to step S1012. Note that determining whether or not to determine a jackpot means determining whether or not to transition to a jackpot game state, but also means determining whether or not to set the stopped symbol in the special symbol as a jackpot symbol.

[0250] Whether or not the current game state is in the high probability state is confirmed by whether or not the high probability flag is set. The high probability flag is set when the game state is shifted to the high probability state, and is reset when the high probability state ends. Specifically, the high probability flag is set in the process of ending the big win game, and is then reset at the timing when the variable display of the special pattern ends and the stopped pattern is displayed stationary when either the condition that the variable display has been performed a predetermined number of times (for example, 100 times) or the condition that the next big win has been determined, whichever is earlier, is met.

[0251] If the value of the random number for determining a jackpot (RANDOM 1) does not match any of the jackpot determination values ​​(N in step S1011), the process proceeds to step S1015 described later.

[0252] If the value of the random number (RANDOM 1) for determining a jackpot coincides with any of the jackpot determination values ​​in step S1011, the CPU 103 sets a jackpot flag indicating a jackpot (step S1012). The jackpot flag is reset when the jackpot game ends. Then, as a table used to determine the jackpot type as one of the multiple types, the CPU 103 selects one of the first special symbol jackpot type determination table in FIG. 9(b) and the second special symbol jackpot type determination table in FIG. 9(c). Specifically, when the special symbol pointer indicates "first", the CPU 103 selects the first special symbol jackpot type determination table shown in FIG. 9(b). Also, when the special symbol pointer indicates "second", the CPU 103 selects the second special symbol jackpot type determination table in FIG. 9(c). Then, the CPU 103 reads out the random number for determining the type of jackpot extracted in the start winning determination process and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and using the selected jackpot type determination table, determines the jackpot type and jackpot pattern corresponding to the value that matches the value of the random number for determining the type of jackpot (Random 2) stored in the reserved memory buffer (step S1013).

[0253] Furthermore, the CPU 103 sets the jackpot type data indicating the determined jackpot type in the jackpot type buffer in the RAM 102 (step S1014).

[0254] Next, the CPU 103 sets the special symbol to be stopped (step S1015). Specifically, if the jackpot flag is not set, the special symbol is set to "-", which is a losing symbol. If the jackpot flag is set, the special symbol is set to the jackpot symbol determined in step S1014 according to the determination result of the jackpot type.

[0255] Then, the CPU 103 transmits a display result designation command (step S1016), and updates the value of the special symbol process flag to a value corresponding to the variable pattern setting process (step S111) (step S1017).

[0256] (Variation pattern setting process) FIG. 23 is a flowchart showing an example of the fluctuation pattern setting process. As shown in FIG. 23, in the fluctuation pattern setting process, the CPU 103 determines the subsequent fluctuation pattern based on Random 3 and Random 4 according to the number of reserved memories and the presence or absence of a jackpot (step S1101). Specifically, in the case of a miss, the CPU 103 selects the subsequent fluctuation pattern determination table shown in FIG. 13 according to the number of reserved memories, and determines the subsequent fluctuation pattern based on the selected subsequent fluctuation pattern determination table and the value of Random 3. In addition, in the case of a jackpot, the CPU 103 selects the subsequent fluctuation pattern determination table shown in FIG. 14 according to the type of jackpot, and determines the subsequent fluctuation pattern based on the selected subsequent fluctuation pattern determination table and the value of Random 4.

[0257] Next, the CPU 103 determines a front fluctuation pattern based on the Random 5 (step S1102). Specifically, the CPU 103 selects a front fluctuation pattern determination table shown in FIG. 15 according to the rear fluctuation pattern determined in S1102, and determines a front fluctuation pattern based on the selected front fluctuation pattern determination table and the value of the Random 5.

[0258] Next, the CPU 103 performs control to transmit a fluctuation pattern command corresponding to the determined fluctuation pattern (the front fluctuation pattern and the rear fluctuation pattern) to the performance control CPU 120 (step S1103).

[0259] Next, the CPU 103 sets a value corresponding to the change time corresponding to the selected change pattern in the change time timer formed in the RAM 102 (step S1104). Then, the CPU 103 performs control to transmit a symbol change designation command to the performance control CPU 120 (step S1105), and updates the value of the special symbol process flag to a value corresponding to the special symbol change process (step S112) (step S1106).

[0260] (Special pattern change processing) Fig. 24 is a flow chart showing an example of special symbol variation processing. As shown in Fig. 24, in the special symbol variation processing, the CPU 103 subtracts 1 from the variation time timer (step S1201), and when the variation time timer times out (Y in step S1202), updates the value of the special symbol process flag to a value corresponding to the special symbol stop processing (step S113) (step S1203). When the variation time timer does not time out (N in step S1202), the processing ends as it is.

[0261] (Special pattern stop processing) FIG. 25 is a flowchart showing an example of special symbol stop processing. As shown in FIG. 25, in the special symbol stop processing, the CPU 103 sets an end flag to end the variable display of the special symbol, and performs control to derive and display the stop symbol on the special symbol 1 variable display unit 21 or the special symbol 2 variable display unit 22 (step S1301). If data indicating "first" is set in the special symbol pointer, the variation of the first special symbol on the special symbol 1 variable display unit 21 is ended, and if data indicating "second" is set in the special symbol pointer, the variation of the second special symbol on the special symbol 2 variable display unit 22 is ended. In addition, a symbol determination designation command is set in the performance control CPU 120 (step S1302). As a result, the symbol determination designation command is transmitted to the performance control CPU 120. Next, the CPU 103 determines whether or not the big win flag is set (step S1303). If the big win flag is not set (N in step S1303), the process proceeds to step S1309.

[0262] If the big win flag is set (Y in step S1303), the CPU 103 resets the probability change flag and the time-saving flag (step S1304). Next, the CPU 103 transmits a big win start command and a right-hit display lighting command to the performance control CPU 120 (step S1305).

[0263] Also, referring to the opening pattern data stored in the ROM 101, data indicating the opening mode of the normal large prize winning port and the V large prize winning port, such as the number of times of opening (for example, 5 times or 10 times), the opening time (for example, 29 seconds), and the interval time between rounds (for example, 0.5 seconds), are set in a predetermined storage area (step S1306). For example, in the case of a normal jackpot of 3R, the opening mode of opening the normal large prize winning port in all of 1 to 3R is stored in a predetermined storage area provided in the RAM 102. In the case of a jackpot of 5R, the opening mode of opening the normal large prize winning port in 1 to 3R and 5R, and the V large prize winning port in 4R is stored in a predetermined storage area provided in the RAM 102. In addition, in the case of a jackpot of 10R, the opening mode of opening the normal large prize winning port in 1 to 8R and 10R, and the V large prize winning port in 9R is stored in a predetermined storage area provided in the RAM 102. The data on the number of times it is opened (5 times or 10 times) is set in an opening counter for counting the number of times it is opened.

[0264] Also, the big prize opening control timer is set to a value equivalent to the big prize display time, that is, the fanfare time (the time when the occurrence of a big prize is notified, for example, on the image display device 5) (step S1307). After that, in the big prize opening pre-opening process, the big prize opening control timer is decremented by 1, and when it reaches 0, the big prize opening is opened and the round begins. Then, the value of the special symbol process flag is updated to a value corresponding to the big prize opening pre-opening process (step S114) (step S1308), and the process ends.

[0265] When it is determined in step S1303 that the big win flag is not set (N in step S1304), the CPU 103 determines whether or not a time-saving flag indicating that the game is in a time-saving state is set (step S1309). When the time-saving flag is not set (N in step S1309), the CPU 103 proceeds to the process of step S1316. When the time-saving flag is set (Y in step S1309), the CPU 103 subtracts 1 from the counter value of the time-saving count counter indicating the remaining number of fluctuations in the time-saving state (step S1310). Next, the CPU 103 checks whether or not the value of the time-saving count counter has become 0 (step S1311). When the value of the time-saving count counter has become 0 (Y in step S1311), the CPU 103 determines that the duration of the time-saving state has ended, and resets the time-saving flag (step S1312). As a result, when a fluctuation display resulting in a miss display is performed a specific number of times (100 times) in the time-saving state, the game state transitions from the time-saving state to the non-time-saving state. In step S1311, if the value of the time-saving counter is not 0 (N in step S1311), the process proceeds to step S1316.

[0266] After step S1312, it is determined whether or not a probability variable flag indicating a probability variable state is set (step S1313). If the probability variable flag is set (Y in step S1313), the probability variable flag is reset (step S1314). Next, the CPU 103 transmits a normal state designation command to the performance control CPU 120 in response to the transition of the game state from the time-saving state to the normal state (low probability / low base state) (step S1315), and proceeds to step S1316. If the probability variable flag is not set in step S1313 (N in step S1313), the process of step S1314 is not performed and the process proceeds to step S1315. Then, the value of the special symbol process flag is updated to a value corresponding to the special symbol normal process (step S110) (step S1316), and the process ends.

[0267] (Pre-opening process) Fig. 26 is a flow chart showing an example of the big win opening pre-processing. As shown in Fig. 26, in the big win opening pre-processing, the CPU 103 decrements the value of the big win opening control timer by -1 (subtract update) (step S1401). Then, it is determined whether the value of the big win opening control timer is 0 (step S1402), and if the value of the big win opening control timer is not 0 (N in step S1402), the process is terminated.

[0268] If the value of the special prize opening control timer is 0 (Y in step S1402), a special prize opening open command is sent to the performance control CPU 120 (step S1403). Then, the solenoid 82 is driven according to the opening pattern to open the normal special prize opening (step S1404). As a result, the normal special prize opening is opened in the first round.

[0269] Next, CPU 103 sets the large prize opening control timer to a large prize opening opening time (e.g., 29 seconds) corresponding to the maximum time that the large prize opening can be opened (large prize opening opening time) based on the opening pattern data (e.g., data stored in RAM 102 by step S1306) (step S1405). Then, the value of the special symbol process flag is updated to a value corresponding to the large prize opening process (step S115) (step S1406), and the process ends.

[0270] (Processing during jackpot opening) 27 is a flow chart showing an example of the big win opening process. As shown in FIG. 27, in the big win opening process, the CPU 103 decrements the value of the big win opening control timer by 1 (subtraction update) (step S1501).

[0271] Then, CPU 103 checks whether the value of the large prize opening control timer has reached 0 (step S1502). If the value of the large prize opening control timer has reached 0 (Y in step S1502), the process proceeds to step S1511. If the value of the large prize opening control timer has not reached 0 (N in step S1502), the process determines whether the regular large prize opening or the V large prize opening is currently open (step S1503). Whether the regular large prize opening or the V large prize opening is currently open may be determined from the value of the opening count counter.

[0272] If it is determined in step S1503 that the normal large prize opening or the V large prize opening is not open (N in step S1503), the process ends.

[0273] If the normal large prize opening or the V large prize opening is open (Y in step S1503), it is determined whether the count switch 23 or the V prize switch 24 is on (step S1504). If neither the count switch 23 nor the V prize switch 24 is on (N in step S1504), the process ends. On the other hand, if either the count switch 23 or the V prize switch 24 is on (Y in step S1504), the prize number counter is incremented by +1 (updated) (step S1505).

[0274] Next, it is determined whether or not the probability change determination flag is set (step S1506). The probability change determination flag is a flag that is set when it is determined that the game will be controlled to the probability change state when a V win occurs. If the probability change determination flag is set (Y in step S1506), the process proceeds to step S1510. On the other hand, if the probability change determination flag is not set (N in step S1506), it is determined whether or not the V winning switch 24 is on (step S1507). If the V winning switch 24 is not on (N in step S1507), the process proceeds to step S1510. On the other hand, if the V winning switch is on (Y in step S1507), the probability change determination flag is set (step S1508), a probability change determination device pass designation command is sent (step S1509), and the process proceeds to step S1510.

[0275] Then, CPU 103 determines whether the value of the winning number counter is a predetermined number (for example, 10) (step S1510). If the value of the winning number counter is not the predetermined number (N in step S1510), the process ends.

[0276] When the value of the winning number counter is a predetermined number (Y in step S1510), the CPU 103 performs either one of the control of driving the solenoid 82 to close the normal big prize opening or the control of driving the solenoid 83 to close the V big prize opening (step S1511). Next, the CPU 103 performs a process of clearing (setting to 0) the value of the winning number counter (step S1512). Next, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the big prize opening post-processing (step S116) (step S1513), and ends the process.

[0277] (Post-opening processing) 28 is a flow chart showing an example of the big win release post-processing. As shown in FIG. 28, in the big win release post-processing, the CPU 103 judges whether the value of the opening number counter is 0 or not (step S1601).

[0278] If the value of the opening count counter is 0 (Y in step S1601), a jackpot end command is sent to the performance control CPU 120 (step S1602), a value corresponding to the jackpot end time (the time at which the jackpot game is notified, for example, on the image display device 5 that it has ended) is set in the jackpot entry port control timer (step S1603), the value of the special pattern process flag is updated to a value corresponding to the jackpot end processing (step S117) (step S1604), and the processing ends.

[0279] In step S1601, if the value of the opening count counter is not 0 (N in step S1601), a command for specifying the time after the large prize opening is opened is sent to performance control CPU 120 (step S1605), and a value equivalent to the interval time from the end of one round to the start of the next round is set in the large prize opening control timer (step S1606).

[0280] Next, CPU 103 judges whether or not it is before the round in which the V large prize opening is opened (also called the V opening round), i.e., whether or not the next round is the V opening round (step S1607). If it is not before the V opening round (N in step S1607), control is performed to drive solenoid 82 to open the normal large prize opening (step S1608). On the other hand, if it is before the V opening round (Y in step S1607), control is performed to drive solenoid 83 to open the V large prize opening (step S1609).

[0281] After step S1608 or step S1609, the CPU 103 transmits a command for specifying the opening of the big prize opening to the performance control CPU 120 (step S1610). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the big prize opening process (step S115) (step S1611), and ends the process.

[0282] (Jackpot end processing) FIG. 29 is a flow chart showing an example of the jackpot end process. As shown in FIG. 29, in the jackpot end process, the CPU 103 subtracts 1 from the value of the jackpot opening control timer in which the jackpot end time is set (step S1701). Then, the CPU 103 judges whether the value of the jackpot opening control timer is 0 or not (whether the jackpot end time has elapsed or not) (step S1702). If the value of the jackpot opening control timer is not 0 (N in step S1702), the process ends. If the value of the jackpot opening control timer is 0 (Y in step S1702), the jackpot flag is reset (step S1703).

[0283] Next, CPU 103 judges whether or not the probability change determination flag, which is set by passing through the V winning area, is set (step S1704). If the probability change determination flag is not set (N in step S1704), the process proceeds to step S1705. If the probability change determination flag is set in step S1704 (Y in step S1704), the probability change flag indicating the probability change state is set (step S1707). Next, a probability change state designation command is sent to performance control CPU 120 (step S1708), the probability change determination flag is reset (step S1709), and the process proceeds to step S1710.

[0284] In step S1710, a time-saving flag indicating that the time-saving state is active is set (step S1710), and a time-saving counter is set to 100 (step S1711). Then, the process proceeds to step S1712.

[0285] On the other hand, if the probability of a special bonus is not set in step S1704 (N in step S1704), then in step S1705, a time-saving flag indicating that the game is in the time-saving state is set (step S1705), the time-saving count counter is set to 100 (step S1706), and the process proceeds to step S1712.

[0286] In step S1712, a time-saving state designation command is sent to the performance control CPU 120 (step S1712). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal processing (step S110) (step S1713), and ends the process. Note that the performance control CPU 120 side can recognize whether the game is in a special variable state, a time-saving state, or a normal state, based on the special variable state designation command sent from the CPU 103.

[0287] [Main operations of the performance control board 12] Next, the main operations of the performance control board 12 will be described.

[0288] (Main processing for performance control) When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 30. Fig. 30 is a flowchart showing an example of the performance control main process. When the performance control main process shown in Fig. 30 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform initial operations of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.

[0289] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example based on the register setting of the CTC. At this time, if the timer interrupt flag is off (N in step S73), the process of step S73 is repeatedly executed and the process waits.

[0290] In addition, on the performance control board 12 side, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to emit an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.

[0291] If the timer interrupt flag is on in step S73 (Y in step S73), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of ​​the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command has been received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0292] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of ​​the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, and set according to the performance control command transmitted from the main board 11.

[0293] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.

[0294] (Performance control process) FIG. 31 is a flow chart showing an example of the performance control process. The performance control process is a process executed in step S76 of FIG. 30. In the performance control process shown in FIG. 31, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, a judgment, decision, setting, etc. for executing the pre-reading notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed for displaying the reserved display based on the reserved memory number specified from the performance control command.

[0295] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S175 described below, depending on the value of a performance process flag provided in the RAM 122, for example.

[0296] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.

[0297] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.

[0298] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L, 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (lamp control data) to the LED driver, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, the CPU 120 stops displaying the fixed decorative pattern, which is the display result of the decorative pattern, in response to, for example, reading out an end code indicating the end of the variable display of the decorative pattern from the performance control pattern, or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.

[0299] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "4". Also, when a command that specifies the start of a big win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special winning waiting process is terminated.

[0300] The big win performance processing in step S174 is a processing executed when the performance process flag value is "4". In this big win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the big win gaming state, for example, and executes various performance controls in the big win gaming state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win gaming state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the ending performance processing, and the big win performance processing is ended.

[0301] The ending performance process in step S175 is executed when the performance process flag is set to "5". In this ending performance process, the performance control CPU 120 sets a performance control pattern corresponding to the end of a big win game state, for example, and executes various performance controls for the ending performance at the end of the big win game state based on the set contents. After that, the value of the performance process flag is updated to the initial value "0", and the ending performance process is terminated.

[0302] (Variable display start setting process) Fig. 32 is a flow chart showing an example of variable display start setting processing. As shown in Fig. 32, the performance control CPU 120 checks whether the result of the variable display is determined to be a miss (step S7101). If it is determined to be a miss, the performance control CPU 120 checks whether a command corresponding to a non-reach variable pattern has been received as a variable pattern command (step S7103).

[0303] When the performance control CPU 120 determines that it has received a command corresponding to a non-reach fluctuation pattern, it uses a data table for determining a losing symbol to determine the display result of a losing symbol that does not result in a reach as the final stop of the performance symbol (step S7105), and proceeds to step S7106.

[0304] If it is determined in the processing of step S7103 that the pattern is not a non-reach fluctuation pattern (if it is determined that the pattern is a reach fluctuation pattern), the stopping patterns of the performance patterns that make up the combination of reach patterns are determined (step S7104), and the process proceeds to step S7106.

[0305] Also, if the processing in step S7101 has not determined that the result is a miss (if it has determined that the result is a jackpot), the CPU 101 for controlling presentation determines the stopping patterns of the presentation patterns that make up the combination of jackpot patterns according to the type of jackpot (step S7102), and proceeds to step S7106.

[0306] Next, after executing the effect setting process (step S7106) for performing processing for setting various effects in the variable display, the process proceeds to step S7107. For example, in the effect setting process of step S7106, the effect control CPU 101 determines whether or not to execute an effect suggesting a jackpot (inciting whether or not it is a jackpot). Specifically, the effect control CPU 101 determines whether or not to execute a cut-in effect shown in FIG. 128 (r41) described later as an effect suggesting a jackpot (inciting whether or not it is a jackpot). In this embodiment, the effect control CPU 101 specifies whether or not it will develop into a final reach based on the fluctuation pattern specified by the fluctuation pattern command, and if it develops into a final reach, specifies whether or not it is a jackpot based on the fluctuation pattern, and determines whether or not to execute a cut-in effect based on the result of whether or not it is a jackpot, and if so, the type of cut-in effect (red cut-in effect, green cut-in effect) to be executed. When executing a cut-in effect, the effect control CPU 101 sets information for executing the cut-in effect in the effect setting process.

[0307] In step S7107, the performance control pattern is determined to be one of a plurality of performance control patterns. In step S7107, according to the variation pattern designated by the variation pattern command and the various performance control (performance operation) patterns designated by the performance control pattern of the performance determined in the process of step S7106, among the multiple types of pattern variation control patterns stored in the pattern variation control pattern table, one of the performance control patterns corresponding to the various designated performance operation patterns is selected and determined as the pattern to be used.

[0308] The control pattern table stored in ROM121 stores multiple types of pattern change control patterns, which indicate the control contents of various presentation operations, such as the display operation of the change in the presentation pattern in the display area of ​​the image display device 5 during the period from when the change in the presentation pattern begins to when the final stopping pattern, which is the confirmed presentation pattern, is stopped and displayed, the presentation display operation in a reach presentation, the presentation display operation due to a pseudo-consecutive presentation, and the presentation display operation in a preview presentation.

[0309] In addition, each pattern change control pattern includes control data for controlling various performance operations in response to the change display of the performance pattern, such as a performance control process timer setting value, a performance control process timer judgment value, performance display control data, audio control data, brightness data, and an end code, and the contents of various performance controls and the switching timing of the performance controls are set in chronological order.

[0310] Next, a process table corresponding to the effect control pattern is selected (step S7108), and a process timer (effect setting process timer) in the process data of the selected process table is started (step S7109).

[0311] After executing the processing of step S7109, control of the performance devices (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) is started (step S7110) according to the contents of the process data (display control execution data, brightness data, sound number data). For example, a command is output to cause the image display device 5 to display an image (including a performance pattern) corresponding to a variable pattern according to the display control execution data. Also, a control signal (lamp control data) is output to the LED driver to control the turning on / off of light-emitting elements such as various LEDs. Also, a control signal (sound number data) is output to the audio control board 13 to output audio from the speakers 8L, 8R.

[0312] Then, the variable display time timer is set to a value equivalent to the variable time specified by the variable pattern command (step S7111), the value of the performance control process flag is set to a value corresponding to the performance processing during variable display (step S172) (step S7112), and the variable display start setting processing is completed.

[0313] <Details of game progress> In the pachinko game machine 1 configured as described above, the game proceeds as follows. In the pachinko game machine 1, the player first hits the ball from the left to launch the game ball toward the first flow path that passes through the left area of ​​the game area. When the launched game ball enters the first start winning hole formed in the winning ball device 6A, the first special symbol game is started. When the first special symbol game results in the display mode of the special symbol 1 variable display section 21 showing the big win symbol, a big win occurs.

[0314] As mentioned above, the types of jackpots in the first special symbol game include normal jackpots 1 and 2, and probability jackpots 1 to 4. When a jackpot occurs, a fanfare performance is performed, and a right-hit promotion performance is performed to encourage the player to hit right. As the right-hit promotion performance, a character (for example, "right hit") and a figure (for example, an arrow pointing to the right direction, which is the direction of the second flow-down path) that encourages the player to hit right are displayed on the screen of the image display device 5, and the right-hit display unit 30 of the special symbol LED board 20 and the right-hit display unit 55 of the fourth symbol unit 50 also encourage the player to hit right by lighting a lighting means such as an LED. As a result, the player will hit right from then on.

[0315] During a round of the jackpot game state, the jackpot opening is opened a predetermined number of times (for example, three times for a 3R normal jackpot, and ten times for a 10R special jackpot). The jackpot opening continues until a predetermined period of time (for example, 29 seconds) has elapsed, or until the number of game balls entering the jackpot reaches a predetermined number (for example, 10), whichever comes first.

[0316] When the ending performance after the big win game state ends, the game state is controlled to a time-saving state over a predetermined number of times (for example, 100 times). Furthermore, if a V winning occurs during the big win round, the game state is controlled to a probability variable state over a predetermined number of times (for example, 100 times) of fluctuations controlled to the time-saving state.

[0317] Even in the probability variable state or time-saving state after the big win round, the right-hit promotion effect continues to be executed by the image display device 5, the right-hit display unit 30, and the right-hit display unit 55. Therefore, after the first big win (also called the first win) occurs, the player is always encouraged to hit right by the right-hit promotion effect, even in the time-saving state after the big win round ends.

[0318] In the time-saving state, control is executed to shorten the average special chart fluctuation time (period during which the special chart fluctuates) more than in the normal state, and control is executed to shorten the average normal chart fluctuation time (period during which the normal chart fluctuates) more than in the normal state, and further, control is executed to improve the probability of "winning a normal chart" in the normal chart game more than in the normal state. In addition, in the time-saving state, electric chute support control may be executed to increase the frequency at which the variable winning ball device 6B forming the second start winning port is opened, thereby increasing the frequency at which the game ball enters the second start winning port, thereby facilitating winning in the second start winning port (high entry, high frequency).

[0319] In the time-saving state after the big win round, the launched game ball enters the second start winning hole formed in the variable winning ball device 6B, and the second special game starts. As a result of the second special game, when the special 2 variable display unit 22 becomes a display mode showing a big win pattern, a big win (also called a consecutive win) occurs.

[0320] As mentioned above, the types of jackpots in the second special game include the probability jackpot 5 to 9. When a jackpot occurs, a fanfare performance is executed. The right-hit promotion performance by the image display device 5, the right-hit display unit 30, and the right-hit display unit 55 continues from the first hit.

[0321] During a round of the big win game state, the big prize opening is opened a predetermined number of times (for example, 10 times). The opening of the big prize opening continues until a predetermined period of time (for example, 29 seconds) has elapsed or until the number of game balls that have entered the big prize opening reaches a predetermined number (for example, 10), whichever comes first.

[0322] Then, when the ending performance after the big win game state ends, the game state is controlled to the time-saving state and the probability variable state (high probability high base state) over a predetermined number of fluctuations (for example, 100 times) in the same way as the first win. Even in the probability variable state after the big win round in the consecutive win, the right hit promotion performance continues to be executed by the image display device 5, the right hit display unit 30, and the right hit display unit 55. Therefore, after the first win occurs, the player is always encouraged to hit right by the right hit promotion performance even in the probability variable state or the time-saving state after the consecutive win round ends, when the consecutive win occurs in the probability variable state or the time-saving state after the consecutive win round ends.

[0323] When the probability variable state or time-saving state ends without a jackpot occurring in either the probability variable state or time-saving state after the first jackpot round ends, or the probability variable state or time-saving state after the consecutive jackpot round ends, the game state is controlled to the normal state (low probability low base state), and the right-hit promotion performance by the image display device 5, the right-hit display unit 30, and the right-hit display unit 55 also ends. As a result, the player will shoot the game ball by hitting it from the left again toward the first flow path that passes through the left area of ​​the game area.

[0324] <Flow of the production> Next, the flow of a series of effects executed in the pachinko game machine 1 will be described. FIG. 33 is a diagram for explaining the flow of a series of effects. In the pachinko game machine 1, a notification effect is executed from when the variable display starts until the variable display stops. The notification effect is an effect that notifies the player whether the variation of the special chart and the decorative pattern stops in a manner indicating a jackpot, that is, whether the game is controlled to a jackpot game state. The notification effect is formed of a plurality of parts of effects, and in this embodiment, it includes a start part, an instigation part, a winning epilogue part, a losing epilogue part, a role operation part, a rescue winning part, a re-lottery part, and a fanfare part. After the re-lottery part, it becomes a fanfare part that is executed until the game state transitions to a jackpot game state. The instigation part is also called an introduction part. The winning epilogue part and the losing epilogue part are also collectively called an epilogue part.

[0325] [Start part] The start part is the part where the performance corresponding to the previous fluctuation pattern is executed. The start part is also the part that indicates the period from when the fluctuation starts to when the pseudo-ream or normal reach is executed until the SP reach starts. The start part also includes fluctuations that are not reach misses.

[0326] [Inciting part (introduction part)] The teasing part (introduction part) includes the start of the SP reach (also called super reach) (the start timing of the SP reach title display) to the timing when the branching point of whether it will be a big hit or a miss is reached. The teasing part is a part that teases whether it will be a big hit or a miss depending on the performance that is executed. The teasing part includes a part corresponding to the SP first half reach A or SP first half reach B that is executed after the start part, and a part corresponding to either the SP second half reach A, SP second half reach B, or SP final reach that develops from the SP first half reach. Note that the SP first half reach A and SP first half reach B are sometimes collectively referred to as the SP first half, and the SP second half reach A, SP second half reach B, and SP final reach are sometimes collectively referred to as the SP second half.

[0327] [Epilogue part] The epilogue part includes a winning epilogue part which notifies the player that a jackpot display result will be obtained after each promotion part, and a losing epilogue part which notifies the player that a losing display result will be obtained. In the winning epilogue part, at least in the final part of the epilogue part, a performance is executed based on a story development such that the player is notified that the changing symbols will be a winning display result and the game will be controlled to a winning game state. In the losing epilogue part, at least in the final part of the epilogue part, a performance is executed based on a story development such that the player is notified that the changing symbols will be a losing display result and the game will not be controlled to a winning game state.

[0328] In addition, in the epilogue part, the notification of the jackpot display result may be made by moving the role when the win / loss notification is made after the introduction part, as in the final reach described later, or by the development of a story on the liquid crystal (image display device 5) without using the role, as in the SP reach other than the final reach. Among the epilogue parts, the winning epilogue part notifying by moving the role is also called the win / loss notification part. Specifically, in the SP first half reach A, B and the SP second half reach A, B, in the epilogue part executed after the introduction part, if a jackpot occurs, the winning epilogue part as described above notifies that the game state will be controlled to a jackpot game state as the conclusion of the story presentation using the liquid crystal, and if a jackpot does not occur, the losing epilogue part notifies that the game state will not be controlled to a jackpot game state as the conclusion of the story presentation using the liquid crystal. The initial story development in the story presentation may suggest whether or not there is a win. On the other hand, in the final reach, in the epilogue part executed after the introduction part, first, the hit / loss notification part (operation part of the role) operates the role to branch whether or not the game will be controlled to a jackpot game state, and then, if a jackpot occurs, the hit epilogue part as described above notifies the player that the game will be controlled to a jackpot game state as the conclusion of the story presentation using the liquid crystal, and if a jackpot does not occur, the loss epilogue part notifies the player that the game will not be controlled to a jackpot game state as the conclusion of the story presentation using the liquid crystal. Thus, the hit epilogue part in the final reach includes the hit / loss notification part and the hit epilogue part or loss epilogue part that comes afterwards.

[0329] Also, in response to SP first half reach A, the winning epilogue part of SP first half reach A and the losing epilogue part of SP first half reach A are executed. In response to SP first half reach B, the winning epilogue part of SP first half reach B and the losing epilogue part of SP first half reach B are executed. In response to SP second half reach A, the winning epilogue part of SP second half reach A and the losing epilogue part of SP second half reach A are executed. In response to SP second half reach B, the winning epilogue part of SP second half reach B and the losing epilogue part of SP second half reach B are executed. In response to SP final reach, the winning epilogue part of SP final reach and the losing epilogue part of SP final reach are executed.

[0330] [Role actor movement part] The reel action part is a part corresponding to the period during which the performance indicating the progression from the first half of the SP to the second half of the SP is executed by operating the movable body 32. The reel action part is executed after the provocation part of the SP first half reach A or the provocation part of the SP first half reach B. After the reel action part, either the provocation part of the SP second half reach A, the provocation part of the SP second half reach B, or the provocation part of the SP final reach is executed.

[0331] [Relief part] The rescue hit part is a part where the rescue hit performance is executed, which appears to be a miss at first, but then suggests that it is a big hit. The rescue hit part can develop from either the miss epilogue part of the SP second half reach A, the miss epilogue part of the SP second half reach B, or the miss epilogue part of the SP final reach.

[0332] [Re-draw part] The re-lottery part is a part executed after the winning epilogue part where the big win display result is displayed. Specifically, the re-lottery performance is executed after the winning epilogue part of the SP first half reach A, the winning epilogue part of the SP first half reach B, the winning epilogue part of the SP second half reach A, the winning epilogue part of the SP second half reach B, the winning epilogue part of the SP final reach, and the rescue winning part. In this embodiment, the re-lottery part is always executed after each winning part (winning epilogue part, rescue winning part), but there may be cases where the re-lottery performance part is not shifted to. For example, the re-lottery part may not be executed after the rescue part, the re-lottery part may not be executed after the winning epilogue part, and the re-lottery part may not be executed when a probability variation pattern (an odd number pattern indicating a probability variation) is derived as the big win display r...

Claims

【Claim 1】 A gaming machine that can be controlled to an advantageous state that is advantageous to the player, a movable body, a light-emitting body, operation means operable by the player, sound output means, a specific effect capable of notifying that it is controlled to the advantageous state, an operation effect that prompts an operation on the operation means in the specific effect, a movable body effect that operates the movable body, a result notification effect and a post-effect executed after the movable body effect, and an effect execution means capable of executing the same, comprising, the advantageous state includes a first advantageous state and a second advantageous state that is more advantageous to the player than the first advantageous state, the effect execution means, as the specific effect, can execute a first specific effect of displaying a specific character, a second specific effect of displaying a special character, and a third specific effect of not displaying either the specific character or the special character, as the post-effect, can execute a first post-effect of displaying the specific character after executing the result notification effect in the first specific effect, as the post-effect, can execute a second post-effect of displaying the special character after executing the result notification effect in the second specific effect, as the post-effect, can execute a third post-effect that is an effect mode related to the third specific effect and does not display either the specific character or the special character after executing the result notification effect in the third specific effect, as the movable body effect, can execute a first movable body effect of executing the movable body effect in the first specific effect, as the movable body effect, can execute a second movable body effect of executing the movable body effect in the second specific effect, it is possible to cause the light-emitting body to emit light in the post-effect, the operation effect, the movable body effect, and the result notification effect, it is possible to output an effect sound from the sound output means in the post-effect, the operation effect, the movable body effect, and the result notification effect, the post-effect can be executed when a first condition is satisfied and when a second condition that is more advantageous to the player than the first condition is satisfied, when executing the first post-effect when the second condition is satisfied, it is possible to cause the light-emitting body to emit light with a specific light emission pattern common to when executing the second post-effect when the second condition is satisfied, When executing the third post-performance when the second condition is satisfied, it is possible to cause the light emitter to emit light with a light emission pattern different from the specific light emission pattern. In the first movable body performance, it is possible to output the performance sound from the sound output means with a sound output pattern common to the second movable body performance. In the first post-performance, the performance can be executed with a performance period common to the second post-performance. In the third post-performance, the performance can be executed with a performance period different from that of the first post-performance and the second post-performance. The ratio controlled to the second advantageous state varies depending on which of the first specific performance, the second specific performance, and the third specific performance is executed. A gaming machine characterized by the above.

Citation Information

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