Pachinko machine

The gaming machine addresses the challenge of enhancing commercial value by executing specific light-emitting effects to improve player recognition of displays and control states, resulting in a higher advantageous control ratio.

JP7691536B2Active Publication Date: 2025-06-11SANKYO CO LTD
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Patent Information

Application Number
JP2024000478
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-01-05
Publication Date
2025-06-11
Estimated Expiration
2039-12-10

AI Technical Summary

Technical Problem

Conventional gaming machines face challenges in enhancing commercial value by effectively notifying players of specific displays and light emission effects, which can lead to difficulty in recognizing the target of these effects.

Method used

A gaming machine that executes variable displays and is controllable to an advantageous state, featuring a movable body, light-emitting means, and display means. The machine executes specific light-emitting effects to make light emission recognizable before the completion of the specific display, enhancing the ratio of being controlled in a more advantageous state.

Benefits of technology

The solution improves player recognition of specific displays and light emission effects, leading to a higher ratio of advantageous control states, thereby enhancing the commercial value of gaming machines.

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Patent Text Reader

Abstract

To provide a game machine capable of improving game amusement.SOLUTION: When a specific light emission performance is executed, there is a high probability that a game machine is controlled to be in an advantageous state. The game machine can execute performance control in which light emission means emits light in a mode according to the specific light emission performance continuously even during variable display corresponding to the specific light emission performance, and the light emission is completed at a predetermined completion timing before the variable display corresponding to the specific light emission performance is completed. When the light emission in a mode corresponding to the specific light emission performance of the light emission means is not completed at the predetermined completion timing due to the occurrence of a predetermined event, the game machine executes special completion control in which the light emission of the light emission means is completed at a specific completion timing later than the predetermined completion timing.SELECTED DRAWING: Figure 11-28
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Description

Technical Field

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

Background Art

[0002] In conventional gaming machines, it is possible to notify an effect result by the operation (production operation) of a movable body. When the movable body operates, there is a machine that emphasizes the operation of the movable body by displaying an effect image (effect image) on an image display unit (see, for example, Patent Document 1). Further, in some conventional gaming machines, it is possible to execute a prediction notice (specific light emission production) by causing a light emission means provided in the gaming machine to emit light (see, for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] There was room to enhance the commercial value of gaming machines having the functions and configurations described in Patent Document 1 and Patent Document 2.

[0005] This invention has been made in view of the above actual situation, and an object thereof is to provide a gaming machine with enhanced commercial value.

Means for Solving the Problems

[0006] The gaming machine of Means A is a gaming machine capable of executing variable display and controllable to an advantageous state advantageous to a player, a movable body provided to be operable, ​A light-emitting means capable of emitting light, A display means capable of displaying a specific display corresponding to variable display, Occurrence of a start winning during variable display Based on, The start winning occurred A specific display effect for displaying the specific display at a timing, The start winning occurred An effect execution means capable of executing a specific light-emitting effect for causing the light-emitting means to emit light at a timing, Comprising, The effect execution means, A specific effect for notifying the result of variable display by operating the movable body, and a suggestive effect for suggesting that the specific effect is to be executed by operating the movable body before the specific effect is executed, are executable, Execute the specific light-emitting effect so that the light emission of the light-emitting means becomes recognizable to the player before the display of the specific display is completed in the specific display effect, The ratio of being controlled in a more advantageous state is higher when the specific light-emitting effect is executed than when the specific light-emitting effect is not executed, The gaming machine, Even during variable display corresponding to the specific light-emitting effect, the light-emitting means is continuously caused to emit light in a manner corresponding to the specific light-emitting effect, and it is possible to perform effect control to end the light emission at a predetermined end timing before the variable display corresponding to the specific light-emitting effect ends, When the light emission in the manner corresponding to the specific light-emitting effect of the light-emitting means is not ended at the predetermined end timing due to the occurrence of a predetermined event, perform special end control to end the light emission of the light-emitting means at a specific end timing after the predetermined end timing, The specific light-emitting effect, Occurrence of a start winning during variable display In a first period from the timing when the specific light-emitting effect is started to a predetermined timing, the light-emitting means emits light in a predetermined manner corresponding to the specific light-emitting effect, and in a second period from the predetermined timing to the predetermined end timing, the light-emitting means emits light in a specific manner with a lower degree of emphasis than the predetermined manner, It is characterized by this. The gaming machine of means 1, A gaming machine (e.g., pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player, a movable body (e.g., first movable body 109SG401, second movable body 109SG402L, third movable body 109SG402R) provided to be operable, a specific effect (e.g., movable body operation effect A or movable body operation effect B) for notifying an effect result by operating the movable body, and a suggestive effect (e.g., movable body operation suggestive effect A or movable body operation suggestive effect B) for suggesting that the specific effect is to be executed by repeatedly operating the movable body before the specific effect is executed, and an effect execution means (e.g., the part where the effect control CPU 120 executes the variable display effect process shown in FIGS. 10-19) capable of executing the above, comprising the effect execution means when executing the suggestive effect, does not display an effect image for the movable body, while when executing the specific effect, displays an effect image for the movable body (e.g., as shown in FIGS. 10-32 to 10-35, during the execution of the movable body operation suggestive effect B, the explosion effect image 109SG005B is not displayed on the image display device 5, while during the execution of the movable body operation effect B, the explosion effect image 109SG005B is displayed on the image display device 5), displays a specific image when executing the suggestive effect and gradually enlarges the specific image (e.g., as shown in FIGS. 10-32 and 10-34, during the reach effect of super reach β1, the ally character B and the enemy character A are displayed and these ally character B and enemy character A are enlarged, and during the reach effect of super reach β2, the ally character B and the enemy character B are displayed and these ally character B and enemy character B are enlarged), when gradually enlarging the specific image, an effect image for the specific image can be displayed (e.g., as shown in FIGS. 10-32 and 10-34, the effect image 109SG005X is displayed on the image display device 5 during the enlargement period), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of super reach β2 in which ally character B and enemy character B are displayed during the reach effect has a higher ratio of being controlled in a winning game state than the variable display of super reach β1 in which ally character B and enemy character A are displayed during the reach effect), The control cycle of the movable body by the effect execution means is different from the update cycles of the specific image and the effect image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the effect image displayed on the image display device 5 is 33 ms), The magnification speed in the enlarged display is different between a first timing and a second timing later than the first timing in the enlarged display (for example, as shown in FIGS. 10-21 to 10-24, the magnification speed is different between a first enlarged display period and a second enlarged display period), The operation speed of the movable body in the suggestive effect is the same between the first timing and the second timing (for example, as shown in FIGS. 10-21 to 10-24, the operation speed of the movable body 109SG401 is the same between a first enlarged display period and a second enlarged display period), Furthermore, Light-emitting means capable of emitting light (for example, main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d, winning flash lamp 135SG009F), Display means (for example, image display device 5) capable of displaying specific displays (for example, hold display and active display) corresponding to variable displays, and includes The effect execution means Based on the establishment of predetermined conditions (for example, the occurrence of a start winning), a specific display effect for displaying the specific display (for example, the part of displaying a hold display or an active display in any of display patterns α to γ) and a specific light emission effect for causing the light emitting means to emit light (for example, a winning flash effect) can be executed. Execute the specific light emission effect so that the light emission of the light emitting means becomes recognizable to the player before the display of the specific display is completed in the specific display effect (for example, as shown in FIGS. 11-28, 11-29(A) to 11-32(H), 11-49(A) to 11-50(D), the part of lighting the winning flash lamp 135SG009F before the display of the hold display is completed). The ratio of being controlled in a more advantageous state when the specific light emission effect is executed is higher than when the specific light emission effect is not executed (for example, as shown in FIG. 11-24, when the winning flash effect is executed, the ratio of being controlled in a big win gaming state is higher than when the winning flash effect is not executed). The light emitting means includes a first light emitting means (for example, the winning flash lamp 135SG009F) and a second light emitting means different from the first light emitting means (for example, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the movable body lamp 9d). The first light emitting means emits light in a manner corresponding to the specific light emission effect in a first period from the start of the specific light emission effect to a predetermined timing (for example, the period from the start of the previous winning flash effect to the end timing of the previous winning flash effect) and a second period from the predetermined timing to the specific timing of the variable display that is the target of the specific light emission effect (for example, the period from the start of the later winning flash effect to the reach effect start timing of the variable display that is the target of the winning flash effect) (for example, as shown in FIG. 11-28, the winning flash lamp 135SG009F blinks at a luminance C1 and a period T1 during the execution period of the previous winning flash effect and blinks at a luminance C2 and a period T2 during the execution period of the later winning flash effect). The second light-emitting means emits light in a manner corresponding to the specific light-emitting effect during the first period and emits light in a manner corresponding to the variable display being executed during the second period (for example, as shown in FIGS. 11-28, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d blink at a luminance C1 and a period T1 during the execution period of the flash effect at the time of winning in the previous period, and blink at a luminance C2 and a period T0 during the execution period of the flash effect at the time of winning in the latter period), which is characterized by this. According to this feature, since the enlarged display of the specific image and the effect operation of the movable body can be made more prominent by the effect image, the gaming interest can be improved. Further, since the light-emitting means emits light before the completion of the specific display, the specific display that is the target of the specific light-emitting effect is easier for the player to recognize. Also, during the first period of the specific light-emitting effect, not only the first light-emitting means but also the second light-emitting means can emit light in a manner corresponding to the specific light-emitting effect, making the specific light-emitting effect more prominent. Thus, the specific display that is the target of the specific light-emitting effect becomes even easier for the player to recognize.

[0007] In addition, the mode for implementing the invention to be described later includes the invention according to the following means 2. Conventionally, in a gaming machine, as shown in Japanese Patent Application Laid-Open No. 2007-38019, based on the establishment of a predetermined condition (entry of a gaming ball into the starting area), a specific display (a hold display or an active display) based on the establishment of the predetermined condition is displayed on the display means, and for a variable display based on the establishment of the predetermined condition, there is a device capable of executing a pre-read notice suggesting that it is controlled to an advantageous state from before the start of the variable display. Further, in some conventional gaming machines, a pre-read notice (specific light-emitting effect) can be executed by causing the light-emitting means provided in the gaming machine to emit light.

[0008] However, depending on the timing when the display of the specific display starts and the timing when the specific light-emitting effect starts, it is conceivable that the player may have difficulty recognizing the specific display that is the target of the specific light-emitting effect.

[0009] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine that can make it easier for a player to recognize a specific display that is the target of a specific light emission effect.

[0010] The gaming machine of means 2 is a gaming machine (for example, pachinko gaming machine 1) capable of executing variable display and controllable to an advantageous state (for example, jackpot gaming state) advantageous to the player, a light emitting means (for example, main lamp 9a, frame lamp 9b, attacker lamp 9c, movable body lamp 9d, winning flash lamp 135SG009F) capable of emitting light, a display means (for example, image display device 5) capable of displaying a specific display (for example, hold display and active display) corresponding to the variable display, a specific display effect (for example, a part of displaying the hold display or the active display in any of display patterns α to γ) for displaying the specific display based on the establishment of a predetermined condition (for example, the occurrence of a start winning), and a specific light emission effect (for example, winning flash effect) for causing the light emitting means to emit light, and an effect execution means (for example, effect control CPU 120) capable of executing the above, comprising the effect execution means executes the specific light emission effect so that the light emission of the light emitting means can be recognized by the player before the display of the specific display is completed in the specific display effect (for example, as shown in FIGS. 11-28, 11-29(A) to 11-32(H), FIGS. 11-49(A) to 11-50(D), a part of lighting the winning flash lamp 135SG009F before the display of the hold display is completed), the ratio of being controlled to an advantageous state is higher when the specific light emission effect is executed than when the specific light emission effect is not executed (for example, as shown in FIG. 11-24, when the winning flash effect is executed, the ratio of being controlled to the jackpot gaming state is higher than when the winning flash effect is not executed), The light-emitting means includes a first light-emitting means (for example, the winning flash lamp 135SG009F) and a second light-emitting means different from the first light-emitting means (for example, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, the movable body lamp 9d). The first light-emitting means emits light in a manner corresponding to the specific light-emitting effect during a first period from the start of the specific light-emitting effect to a predetermined timing (for example, the period from the start of the previous winning flash effect to the end timing of the previous winning flash effect) and a second period from the predetermined timing to the specific timing of the variable display that is the target of the specific light-emitting effect (for example, the period from the start of the later winning flash effect to the reach effect start timing of the variable display that is the target of the winning flash effect). (For example, as shown in FIGS. 11-28, the winning flash lamp 135SG009F blinks at luminance C1 and period T1 during the execution period of the previous winning flash effect, and blinks at luminance C2 and period T2 during the execution period of the later winning flash effect). The second light-emitting means emits light in a manner corresponding to the specific light-emitting effect during the first period and emits light in a manner corresponding to the variable display being executed during the second period. (For example, as shown in FIGS. 11-28, the main lamp 9a, the frame lamp 9b, the attacker lamp 9c, and the movable body lamp 9d blink at luminance C1 and period T1 during the execution period of the previous winning flash effect, and blink at luminance C2 and period T0 during the execution period of the later winning flash effect). It is characterized by this. According to this feature, since the light-emitting means emits light before the completion of the specific display, it becomes easier for the player to recognize the specific display that is the target of the specific light-emitting effect. Also, during the first period of the specific light-emitting effect, not only the first light-emitting means but also the second light-emitting means can emit light in a manner corresponding to the specific light-emitting effect, making the specific light-emitting effect more prominent. Therefore, it becomes even easier for the player to recognize the specific display that is the target of the specific light-emitting effect.

[0011] The present invention may have only the invention-specific matters described in the claims of the present invention, or may have configurations other than the invention-specific matters together with the invention-specific matters described in the claims of the present invention.

Brief Description of the Drawings

[0012]

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Mode for Carrying Out the Invention

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

[0014] [Mode] The gaming machine of Mode 1 is a gaming machine (for example, the pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player, a movable body (for example, the first movable body 109SG401, the second movable body 109SG402L, the third movable body 109SG402R) provided to be operable, a specific effect (for example, a movable body movement effect A or a movable body movement effect B) for notifying an effect result by operating the movable body, and a suggestive effect (for example, a movable body movement suggestive effect A or a movable body movement suggestive effect B) for suggesting that the specific effect will be executed by repeatedly operating the movable body before the specific effect is executed, and an effect execution means (for example, a part where the effect control CPU 120 executes the variable display in - process effect processing shown in FIGS. 10 - 19) capable of executing and the effect execution means is When executing the suggestive presentation, the effect image for the movable body is not displayed. On the other hand, when executing the specific presentation, the effect image for the movable body is displayed (for example, as shown in FIGS. 10-32 to 10-35, during the execution of the movable body motion suggestive presentation B, the explosion effect image 109SG005B is not displayed on the image display device 5, while during the execution of the movable body motion presentation B, the explosion effect image 109SG005B is displayed on the image display device 5). When executing the suggestive presentation, a specific image is displayed and the specific image is gradually enlarged (for example, as shown in FIGS. 10-32 and 10-34, during the reach presentation of Super Reach β1, the ally character B and the enemy character A are displayed, and the ally character B and the enemy character A are gradually enlarged, and during the reach presentation of Super Reach β2, the ally character B and the enemy character B are displayed, and the ally character B and the enemy character B are gradually enlarged). When the specific image is gradually enlarged, an effect image for the specific image can be displayed (for example, as shown in FIGS. 10-32 and 10-34, during the enlargement period, the effect image 109SG005X is displayed on the image display device 5). The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of Super Reach β2 in which the ally character B and the enemy character B are displayed during the reach presentation has a higher ratio of being controlled in a big win gaming state than the variable display of Super Reach β1 in which the ally character B and the enemy character A are displayed during the reach presentation). The control cycle of the movable body by the presentation execution means is different from the update cycle of the specific image and the effect image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the presentation image displayed on the image display device 5 is 33 ms). It is characterized by this. According to this feature, since the enlarged display of the specific image or the effect operation of the moving object can be made more prominent by the effect image, the gaming interest can be improved.

[0015] The gaming machine of form 2 is the gaming machine described in form 1, the enlargement speed in the enlarged display is different between the first timing in the enlarged display and the second timing after the first timing (for example, as shown in FIGS. 10-21 to 10-24, the part where the enlargement speed is different between the first enlarged display period and the second enlarged display period), the operation speed of the moving object in the suggested effect is the same between the first timing and the second timing (for example, as shown in FIGS. 10-21 to 10-24, the part where the operation speed of the moving object 109SG401 is the same between the first enlarged display period and the second enlarged display period) and is characterized by this. According to this feature, the production effect of the enlarged display can be improved, and the control load related to the operation of the moving object can be reduced.

[0016] The gaming machine of form 3 is the gaming machine described in form 1 or form 2, has a non-enlarged period in which the specific image does not enlarge after the second timing (for example, as shown in FIGS. 10-21 to 10-24, the period from the end timing of the enlarged display period to the start timing of the moving object operation effect or the deviation notification effect), the display mode in the non-enlarged period is different from the display mode immediately before the non-enlarged period (for example, as a modification example 109SG-2, after the end of the enlarged display period, by performing a specific effect display or an effect image display on the image display device 5, etc., the part that makes it different from the image display mode of the image display device 5 immediately before the end of the enlarged display period) and is characterized by this. According to this feature, it is easy to recognize that it is a non-enlarged period.

[0017] The gaming machine of form 4 is the gaming machine described in form 2 or form 3, The presentation execution means can gradually enlarge and display the specific image even after the repetitive operation of the movable body has ended (for example, the part that executes the enlargement display during the third enlargement display period shown in FIGS. 10-21 to 10-24), The enlargement speed at the second timing is slower than the enlargement speed at the first timing (for example, as shown in FIGS. 10-21 to 10-24, the second enlargement display period is the part where the enlargement speed is slower than the first enlargement display period), The enlargement speed of the enlargement display after the repetitive operation of the movable body has ended is slower than the enlargement speed at the second timing (for example, as shown in FIGS. 10-21 to 10-24, the third enlargement display period is the part where the enlargement speed is slower than the second enlargement display period) According to this feature, since the enlargement display of the specific image continues even after the repetitive operation of the movable body has ended, the gaming interest can be improved.

[0018] The gaming machine of Form 5 is the gaming machine described in Forms 1 to 4, The presentation execution means, is capable of executing a preview presentation (for example, a pre-reading preview presentation) that announces being controlled to an advantageous state, and restricts the execution of the preview presentation when gradually enlarging and displaying the specific image (for example, as shown in FIGS. 10-21 to 10-24, the part that restricts the execution of the pre-reading preview presentation during the reach presentation including the enlargement display period) The gaming machine according to any one of Means 1 to 4, characterized in that. According to this feature, it is possible to prevent the player's attention to the specific image from decreasing due to the execution of the preview presentation.

[0019] The gaming machine of Form 6 is the gaming machine described in Forms 1 to 5, The performance execution means has different visibility of the specific image when operating the movable body in the suggestive performance and when operating the movable body in the specific performance (for example, as shown in FIGS. 10-32 and 10-34, the player can visually recognize the reach performance during the execution of the movable body movement suggestive performance B, but as shown in FIGS. 10-33 and 10-35, during the execution of the movable body movement performance B, the visibility of the reach performance is reduced by the display of the explosion effect image 109SG005B on the image display device 5). It is characterized by this. According to this feature, since the visibility of the specific image changes according to the operating state of the movable body, it is possible to easily understand whether it is the operation of the suggestive performance or the operation of the specific performance, and it is possible to adjust the degree of attention between the movable body and the specific image.

[0020] The gaming machine of form 7 is the gaming machine described in forms 1 to 6, The performance execution means can display a first effect image for the movable body and a second effect image for the specific image (for example, as in modification example 109SG-3, in the image display device 5, both the explosion effect image 109SG005B corresponding to the movement of the movable body and the effect image corresponding to the progress of the battle performance can be displayed), The sizes of the first effect image and the second effect image are different (for example, as in modification example 109SG-3, the sizes of the explosion effect image 109SG005B corresponding to the movement of the movable body and the effect image corresponding to the progress of the battle performance are made different). It is characterized by this. According to this feature, it is possible to display an effect image of an appropriate size corresponding to the difference between the movable body and the specific image.

[0021] The gaming machine of form 8 is the gaming machine described in forms 1 to 7, The effect execution means can display a first effect image for the movable body and a second effect image for the specific image (for example, in Modification Example 109SG-3, in the image display device 5, a part capable of displaying both an explosion effect image 109SG005B corresponding to the movement of the movable body and an effect image corresponding to the progress of the battle effect) The image transparency of the first effect image is different from the image transparency of the second effect image (for example, in Modification Example 109SG-3, a part where the image transparency of the explosion effect image 109SG005B corresponding to the movement of the movable body and the effect image corresponding to the progress of the battle effect are made different) It is characterized by this. According to this feature, an effect image with an appropriate image transparency corresponding to the difference between the movable body and the specific image can be displayed.

[0022] The gaming machine of Mode 9 is A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player, A movable body (for example, first movable body 109SG401, second movable body 109SG402L, third movable body 109SG402R) provided to be operable, A specific effect (for example, movable body movement effect A or movable body movement effect B) that notifies an effect result by operating the movable body, and a suggestive effect (for example, movable body movement suggestive effect A or movable body movement suggestive effect B) that suggests that the specific effect will be executed by repeatedly operating the movable body before the specific effect is executed, and an effect execution means (for example, a part where the effect control CPU 120 executes the variable display in-effect process shown in FIGS. 10-19) capable of executing them, It includes The effect execution means is When the specific effect is being executed, a specific image can be displayed (for example, as shown in FIGS. 10-32 and 10-34, if it is during the reach effect of Super Reach β1, display ally character B and enemy character A, and if it is during the reach effect of Super Reach β2, display ally character B and enemy character B), Before a predetermined period before the timing to start the operation of the movable body in the specific performance, end the operation of the movable body in the suggestive performance (for example, as shown in FIGS. 10-21 and 10-23, the part where the movable body motion suggestion performance is ended before the period T3 from the start of execution of the movable body motion performance), It is possible to output different types of performance sounds before and after the predetermined period (for example, as shown in FIGS. 10-21 and 10-23, during the execution of the movable body motion suggestion performance, while outputting BGM, SE, and motion suggestion sounds from the speakers 8L and 8R, during the execution of the movable body motion performance, outputting BGM, SE, and jackpot notification sounds from the speakers 8L and 8R), The type of performance sound during the predetermined period is less than the type of performance sound output immediately before the predetermined period (for example, as shown in FIGS. 10-21 and 10-23, only SE is output from the speakers 8L and 8R during the period T3), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of super reach β2 in which ally character B and enemy character B are displayed during the reach performance has a higher ratio of being controlled in a jackpot gaming state than the variable display of super reach β1 in which ally character B and enemy character A are displayed during the reach performance), The control cycle of the movable body by the performance execution means is different from the update cycle of the specific image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the performance image displayed on the image display device 5 is 33 ms), It is characterized by this. According to this feature, it is easy to recognize that the type of performance sound changes before and after a predetermined period when the movable body does not move.

[0023] The gaming machine of form 10 is A gaming machine (e.g., pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player, A movable body (e.g., first movable body 109SG401, second movable body 109SG402L, third movable body 109SG402R) provided to be operable, A specific effect (e.g., movable body operation effect A or movable body operation effect B) that notifies an effect result by operating the movable body, and a suggestive effect (e.g., movable body operation suggestive effect A or movable body operation suggestive effect B) that suggests that the specific effect will be executed by repeatedly operating the movable body before the specific effect is executed. An effect execution means (e.g., the part where the effect control CPU 120 executes the variable display effect process shown in FIGS. 10-19) that can execute And having The effect execution means When executing the specific effect, a specific image can be displayed (e.g., as shown in FIGS. 10-32 and 10-34, if it is during the reach effect of super reach β1, display ally character B and enemy character A, and if it is during the reach effect of super reach β2, display ally character B and enemy character B). End the operation of the movable body in the suggestive effect a predetermined period before the timing to start the operation of the movable body in the specific effect (e.g., as shown in FIGS. 10-21 and 10-23, end the movable body operation suggestive effect a period T3 before the start of execution of the movable body operation effect). The predetermined period is a period longer than the execution period of one unit operation of repeatedly operating the movable body, and a period shorter than the period of repeatedly operating the movable body in the suggestive effect (e.g., as shown in FIGS. 10-21 to 10-24, the period T3 is a period longer than the period T1 required for one round trip movement between the retracted position and the suggestive position of the first movable body 109SG401). The operation period of the movable body in the specific effect is a period longer than the period of repeatedly operating the movable body in the suggestive effect (e.g., as shown in FIGS. 10-21 to 10-24, the period T3 is a period shorter than the period T2 of executing the movable body operation suggestive effect). The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of super reach β2 in which ally character B and enemy character B are displayed during the reach effect has a higher ratio of being controlled in a big win gaming state than the variable display of super reach β1 in which ally character B and enemy character A are displayed during the reach effect), The control cycle of the movable body by the effect execution means is different from the update cycle of the specific image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the effect image displayed on the image display device 5 is 33 ms). It is characterized by this. According to this feature, it is possible to prevent the operation in the specific effect from being misrecognized as the operation in the suggestive effect, and it is also possible to prevent the decline in interest due to the period of suggestion becoming longer than the operation period of the movable body in the specific effect of the suggestion target.

[0024] The gaming machine of form 11 is A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a big win gaming state) advantageous to the player, A movable body (for example, the first movable body 109SG401, the second movable body 109SG402L, the third movable body 109SG402R) provided operably, A specific effect (for example, movable body movement effect A or movable body movement effect B) that notifies an effect result by operating the movable body, and a suggestive effect (for example, movable body movement suggestive effect A or movable body movement suggestive effect B) that suggests that the specific effect is to be executed by repeatedly operating the movable body before the specific effect is executed, and an effect execution means (for example, the part where the effect control CPU 120 executes the variable display effect process shown in FIG. 10-19) capable of executing and includes The effect execution means is When the specific performance is being executed, a specific image can be displayed (for example, as shown in FIGS. 10-32 and 10-34, during the reach performance of Super Reach β1, ally character B and enemy character A are displayed, and during the reach performance of Super Reach β2, ally character B and enemy character B are displayed), Before a predetermined period before the timing to start the operation of the movable body in the specific performance, end the operation of the movable body in the suggestive performance (for example, as shown in FIGS. 10-21 and 10-23, end the movable body movement suggestive performance before period T3 from the start of execution of the movable body movement performance), During the predetermined period, set it as a first low visibility state where at least the visibility of the background image is low (for example, as Modification Example 109SG-4, during the period from the end of the movable body movement suggestive performance and the enlarged display period to the start timing of the movable body movement performance or the miss notification performance, set the contrast and brightness in the image display device 5 to a first low visibility state lower than before the end of the enlarged display period), When starting the operation of the movable body after the predetermined period, set it as a second low visibility state where the visibility is even lower than the first low visibility state (for example, as Modification Example 109SG04, by setting the contrast and brightness in the image display device 5 to a second low visibility state even lower than the first low visibility state, further reduce the visibility of the ally character and the enemy character), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state when the first specific image is displayed and when the second specific image is displayed is different (for example, as shown in FIG. 10-9, the variable display of Super Reach β2 in which ally character B and enemy character B are displayed during the reach performance has a higher ratio of being controlled in a big win gaming state than the variable display of Super Reach β1 in which ally character B and enemy character A are displayed during the reach performance), The control cycle of the movable body by the effect execution means is different from the update cycle of the specific image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the effect image displayed on the image display device 5 is 33 ms). It is characterized by this. According to this feature, it is easy to recognize that it is a predetermined period, and it is possible to increase the attention to the movement of the movable body in a specific effect.

[0025] The gaming machine according to Form 12 is A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player, A movable body (for example, the first movable body 109SG401, the second movable body 109SG402L, the third movable body 109SG402R) provided to be operable, A specific effect (for example, movable body movement effect A or movable body movement effect B) that notifies an effect result by operating the movable body, and a suggestion effect (for example, movable body movement suggestion effect A or movable body movement suggestion effect B) that suggests that the specific effect is to be executed by repeatedly operating the movable body before the specific effect is executed, and an effect execution means (for example, the part where the effect control CPU 120 executes the variable display in-effect process shown in FIGS. 10-19) that can execute them, Comprising The effect execution means is When executing the specific effect and when executing the suggestion effect, a specific image is displayed, and the specific image can be gradually enlarged during the execution of the suggestion effect (for example, as shown in FIGS. 10-32 and 10-34, during the reach effect of super reach β1, the ally character B and the enemy character A are displayed, and these ally character B and enemy character A are enlarged, and during the reach effect of super reach β2, the ally character B and the enemy character B are displayed, and these ally character B and enemy character B are enlarged). Before a predetermined period before the timing of starting the operation of the movable body in the specific performance, end the operation of the movable body in the suggestive performance (for example, as shown in FIGS. 10-21 and 10-23, the part where the movable body motion suggestion performance is ended before the period T3 from the start of the execution of the movable body motion performance), Start the operation of the movable body before gradually enlarging and displaying the specific image (for example, as shown in Modification Example 109SG-1, the part where the movable body motion suggestion performance is executed from a timing before the start of the enlarged display of the ally character and the enemy character), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of the super reach β2 in which the ally character B and the enemy character B are displayed during the reach performance is in a winning game state more than the variable display of the super reach β1 in which the ally character B and the enemy character A are displayed during the reach performance. The part with a higher controlled ratio), The control cycle of the movable body by the performance execution means is different from the update cycle of the specific image (for example, the movement control cycles of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are 1 ms, while the update cycle of the performance image displayed on the image display device 5 is 33 ms). It is characterized by this. According to this feature, it is easy to recognize that it is a predetermined period, and it is possible to increase the attention to the repeated operation of the movable body in the suggestive performance.

[0026] The gaming machine of Form 13 is the gaming machine according to any one of Forms 9 to 12, The movable body has a light-emitting part (for example, the movable body LED 109SG495) that can emit light, The performance execution means controls the light-emitting part to be in a non-light-emitting state during the predetermined period (for example, as shown in FIGS. 10-21 to 10-24, the part where the movable body LED 109SG495 is turned off during the period from the end of the third enlarged display period to the start of the movable body motion performance or the miss notification performance). is characterized by. According to this feature, it is easy to recognize that it is a predetermined period during which the movable body is not operating.

[0027] The gaming machine of Form 14 is the gaming machine described in Forms 1 to 13, wherein the movable body includes a first movable body (for example, the first movable body 109SG401) and a second movable body (for example, the second movable body 109SG402L and the third movable body 109SG402R) that can operate individually from the first movable body, the effect execution means, in the repeated operation of the suggestive effect, only one of the first movable body or the second movable body is operated (for example, as shown in FIGS. 10-32 and 10-34, in the movable body operation suggestive effect B, the part where only the first movable body 109SG401 is operated), in the operation of the specific effect, both the first movable body and the second movable body are operated (for example, as shown in FIGS. 10-33 and 10-35, in the movable body operation effect B, the part where all of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are operated) is characterized by. According to this feature, it is easy to distinguish whether the operation of the movable body is the operation of the suggestive effect or the operation of the specific effect.

[0028] The gaming machine of Form 15 is the gaming machine described in Forms 1 to 14, wherein the movable body has a light-emitting part (for example, the movable body LED 109SG495) that can emit light, the effect execution means, when the specific image is being gradually enlarged and displayed, the light-emitting part is caused to emit light at a first luminance (for example, as shown in FIGS. 10-21 to 10-24, in the first enlargement display period, the second enlargement display period, and the third enlargement display period, the part where the movable body LED 109SG495 is caused to emit light at luminance C1), During at least the period in which the performance result is notified in the specific performance, the light emitting unit emits light at a second luminance higher than the first luminance (for example, as shown in FIGS. 10-21 and 10-23, during the execution of the movable body operation performance, the movable body LED 109SG495 emits light at a luminance C2 higher than the luminance C1). It is characterized by this. According to this feature, it becomes easy to recognize that it is the period in which the performance result is shown, and the interest during that period can also be improved.

[0029] The gaming machine of Form 16 is A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a jackpot gaming state) advantageous to the player, A movable body (for example, first movable body 109SG401, second movable body 109SG402L, third movable body 109SG402R) provided to be operable, A specific performance (for example, movable body operation performance A or movable body operation performance B) for notifying a performance result by operating the movable body, and a suggestion performance (for example, movable body operation suggestion performance A or movable body operation suggestion performance B) for suggesting that the specific performance will be executed by repeatedly operating the movable body before the specific performance is executed, and performance execution means (for example, the part where the performance control CPU 120 executes the variable display performance process shown in FIG. 10-19) capable of executing, Comprising The performance execution means is When executing the specific performance and when executing the suggestion performance, a specific image is displayed, and the specific image can be gradually enlarged during the execution of the suggestion performance. (For example, as shown in FIGS. 10-32 and 10-34, during the reach performance of Super Reach β1, the ally character B and the enemy character A are displayed, and the ally character B and the enemy character A are enlarged and displayed, and during the reach performance of Super Reach β2, the ally character B and the enemy character B are displayed, and the ally character B and the enemy character B are enlarged and displayed). When operating the movable body in the suggestive performance, in the specific performance, it is possible to display a type of performance image different from the performance image displayed when operating the movable body (for example, as in Modification Example 109SG-5, during the execution of the movable body operation performance and during the execution of the movable body operation performance, the part where different performance images are displayed on the image display device 5), In the suggestive performance, the number of types of performance images displayed when operating the movable body is larger than the number of types of performance images displayed when operating the movable body in the specific performance (for example, as in Modification Example 109SG-5, the part where the number of types of performance images displayed on the image display device 5 during the execution of the movable body movement suggestive performance is made larger than the number of types of performance images displayed on the image display device 5 during the execution of the movable body operation performance), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of Super Reach β2 in which ally character B and enemy character B are displayed during the reach performance has a higher ratio of being controlled in a big win gaming state than the variable display of Super Reach β1 in which ally character B and enemy character A are displayed during the reach performance), The control cycle of the movable body by the performance execution means is different from the update cycle of the specific image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the performance image displayed on the image display device 5 is 33 ms), It is characterized by this. According to this feature, during the suggestive performance in which the operation is repeated, various types of performance images are displayed, so the interest during the suggestive performance can be improved.

[0030] The gaming machine of Form 17 is A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, a big win gaming state) advantageous to the player, A movable body provided to be operable (e.g., the first movable body 109SG401, the second movable body 109SG402L, the third movable body 109SG402R), A specific performance for notifying a performance result by operating the movable body (e.g., movable body operation performance A or movable body operation performance B), and a suggestive performance for suggesting that the specific performance will be executed by repeatedly operating the movable body before the specific performance is executed (e.g., movable body operation suggestive performance A or movable body operation suggestive performance B), and a performance execution means capable of executing them (e.g., the part where the performance control CPU 120 executes the variable display in-performance process shown in FIGS. 10-19), Comprising, The performance execution means, In the suggestive performance, it is possible to display a suggestive action corresponding image corresponding to the action of the movable body (e.g., as in Modification 109SG-6, during the execution of the movable body operation suggestive performance, the part where the movable body operation suggestive performance corresponding image corresponding to the movable body operation suggestive performance is displayed on the image display device 5), In the specific performance, it is possible to display a performance action corresponding image corresponding to the action of the movable body (e.g., as in Modification 109SG-6, during the execution of the movable body operation performance, the part where an image different from the movable body operation suggestive performance corresponding image is displayed as the movable body operation performance corresponding image corresponding to the movable body operation performance on the image display device 5), The period during which the suggestive action corresponding image is displayed is different from the period during which the performance action corresponding image is displayed (e.g., as in Modification 109SG-6, the part where the display period of the movable body operation suggestive performance corresponding image and the display period of the movable body operation performance corresponding image are made different), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (e.g., as shown in FIG. 10-9, the variable display of Super Reach β2 in which ally character B and enemy character B are displayed during the reach performance is controlled in a winning game state with a higher ratio than the variable display of Super Reach β1 in which ally character B and enemy character A are displayed during the reach performance), The control cycle of the movable body by the effect execution means is different from the update cycle of the specific image (for example, the movement control cycle of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is 1 ms, while the update cycle of the effect image displayed on the image display device 5 is 33 ms). It is characterized by this. According to this feature, the display periods of the suggestion operation corresponding image and the effect operation corresponding image can be set to periods corresponding to the respective operations of the movable body.

[0031] The gaming machine of form 18 is the gaming machine described in form 17, When the effect execution means displays the effect operation corresponding image, it controls to a low visibility state with reduced visibility (for example, as modification example 109SG-6, when displaying the movable body operation effect corresponding image on the image display device 5, the contrast and brightness of the image display device 5 are reduced to reduce the visibility of the movable body operation effect corresponding image). It is characterized by this. According to this feature, the attention to the movable body operating in the specific effect can be enhanced.

[0032] The gaming machine of form 19 is the gaming machine described in form 17 or form 18, The effect execution means, During the period of displaying the suggestion operation corresponding image, it can output a suggestion operation corresponding sound corresponding to the suggestion operation corresponding image (for example, as modification example 109SG-6, when displaying the movable body operation suggestion effect corresponding image on the image display device 5, the movable body operation suggestion effect corresponding sound corresponding to the movable body operation suggestion effect corresponding image is output from the speakers 8L8R), During the period of displaying the effect operation corresponding image, it can output an effect sound different from the suggestion operation corresponding sound and corresponding to the effect operation corresponding image (for example, as modification example 109SG-6, when displaying the movable body operation effect corresponding image on the image display device 5, the movable body operation effect corresponding sound corresponding to the movable body operation effect corresponding image is output from the speakers 8L8R). It is characterized by the following. According to this feature, it is possible to output a sound corresponding to each displayed corresponding image.

[0033] The gaming machine of form 20 is a gaming machine described in any one of forms 17 to 19, The effect execution means displays the effect operation corresponding image before the operation start timing of the movable body in the specific effect. It is characterized by the following. According to this feature, it is possible to enhance the sense of anticipation for the start of the operation of the movable body in the specific effect, and also to enhance the attention to the operation of the movable body.

[0034] The gaming machine of form 21 is A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player, A movable body (for example, first movable body 109SG401, second movable body 109SG402L, third movable body 109SG402R) provided to be operable, A specific effect (for example, movable body operation effect A) that notifies an effect result by operating the movable body, and a suggestion effect that suggests that the specific effect is executed without operating the movable body by displaying a special image before the specific effect is executed (for example, in the image display device 5, a movable body operation suggestion effect A in which a plurality of star-shaped effect images 109SG005S move toward the movable body 109SG401 at a speed V1), and an effect execution means (for example, a part where the effect control CPU 120 executes the variable display in-effect process shown in FIGS. 10-19) capable of executing, and The effect execution means In the suggestion effect, the special image is displayed in a mode of approaching the movable body at a first speed (for example, as shown in FIGS. 10-28 and 10-30, when the movable body operation effect A is executed, in the image display device 5, a plurality of star-shaped effect images 109SG005S move toward the first movable body 109SG401 at a speed V1), In the specific performance, the special image is displayed in a manner of separating from the movable object at a second speed faster than the first speed (for example, as shown in FIGS. 10-29 and 10-31, when the movable object operation performance A is executed, in the image display device 5, a plurality of star-shaped effect images 109SG005S move from the first movable object 109SG401 toward the edge of the image display device 5 at the speed V2 and are displayed), During the display period of the special image, at least the background image is displayed in a low visibility state with low visibility (for example, as shown in FIGS. 10-28 and 10-30, during the execution of the movable object movement suggestion performance A, the images of the friendly character A and the enemy character A or the enemy character B are displayed with lower contrast than before the first enlargement display period), When the specific performance is being executed, a specific image can be displayed (for example, as shown in FIGS. 10-28 and 10-30, during the reach performance of the super reach α1, the friendly character A and the enemy character A are displayed, and during the reach performance of the super reach α2, the friendly character A and the enemy character B are displayed), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of the super reach β2 in which the friendly character B and the enemy character B are displayed during the reach performance has a higher ratio of being controlled in a big win gaming state than the variable display of the super reach β1 in which the friendly character B and the enemy character A are displayed during the reach performance), The control cycle of the movable object by the performance execution means is different from the update cycle of the special image (for example, the movement control cycle of the first movable object 109SG401, the second movable object 109SG402L, and the third movable object 109SG402R is 1 ms, while the update cycle of the performance image displayed on the image display device 5 is 33 ms), It is characterized by this. According to this feature, a special image can be made prominent, and the moving object can be made noticeable by the movement of the special image. Therefore, the production effect due to the operation of the moving object can be enhanced, and the gaming interest can be improved.

[0035] The gaming machine of form 22 is a gaming machine (e.g., pachinko gaming machine 1) that can be controlled to an advantageous state (e.g., jackpot gaming state) advantageous to the player, a moving object (e.g., first moving object 109SG401, second moving object 109SG402L, third moving object 109SG402R) provided to be operable, and a specific production (e.g., moving object operation production A) for notifying a production result by operating the moving object, and a suggestion production (e.g., in the image display device 5, a moving object operation suggestion production A in which a plurality of star-shaped effect images 109SG005S move toward the moving object 109SG401 at a speed V1) for suggesting that the specific production is to be executed without operating the moving object by displaying a special image that gradually approaches the moving object at a first speed before the specific production is executed. And a production execution means (e.g., the part where the production control CPU 120 executes the variable display production process shown in FIGS. 10-19), is provided with The production execution means In the suggestion production, the special image is displayed in a mode of repeatedly acting at the first speed (e.g., as shown in FIGS. 10-28 and 10-30, when the moving object operation production A is executed, in the image display device 5, a plurality of star-shaped effect images 109SG005S are displayed so as to move toward the first moving object 109SG401 at a speed V1), In the specific production, the special image is displayed in a mode of separating from the moving object at a second speed faster than the first speed (e.g., as shown in FIGS. 10-29 and 10-31, when the moving object operation production A is executed, in the image display device 5, a plurality of star-shaped effect images 109SG005S are displayed so as to move from the first moving object 109SG401 toward the edge of the image display device 5 at a speed V2), During the display period of the special image, effect images other than the special image are displayed in a low visibility state with low visibility (for example, as shown in FIGS. 10-28 and 10-30, during the execution of the moving body movement suggestion effect A, the images of the ally character A and the enemy character A or the enemy character B are displayed with lower contrast than before the first enlarged display period), When the specific effect is being executed, a specific image can be displayed (for example, as shown in FIGS. 10-28 and 10-30, if it is during the reach effect of Super Reach α1, the ally character A and the enemy character A are displayed, and if it is during the reach effect of Super Reach β2, the ally character A and the enemy character B are displayed), The specific image includes a first specific image and a second specific image different from the first specific image, and the ratio of being controlled in an advantageous state is different when the first specific image is displayed and when the second specific image is displayed (for example, as shown in FIG. 10-9, the variable display of Super Reach β2 in which the ally character B and the enemy character B are displayed during the reach effect is controlled to be in a winning game state with a higher ratio than the variable display of Super Reach β1 in which the ally character B and the enemy character A are displayed during the reach effect), The control cycle of the moving body by the effect execution means is different from the update cycle of the special image (for example, the movement control cycles of the first moving body 109SG401, the second moving body 109SG402L, and the third moving body 109SG402R are 1 ms, while the update cycle of the effect image displayed on the image display device 5 is 33 ms), It is characterized by this. According to this feature, the special image can be made prominent, and the moving body can be made to attract attention by the movement of the special image. Therefore, the effect of the effect by the movement of the moving body can be enhanced, and the gaming interest can be improved.

[0036] The gaming machine of form 23 is the gaming machine described in form 21 or form 22, and The performance execution means makes the special image non-displayed during a predetermined period immediately before the operation start timing of the movable body in the specific performance (as shown in FIGS. 10-28(F) and 10-30(F), before the execution of the movable body operation performance A or the miss notification performance, the part where the star-shaped effect image 109SG005S is not displayed on the image display device 5). It is characterized by this. According to this feature, by making the special image non-displayed, it becomes easier to recognize that the operation of the movable body is started.

[0037] The gaming machine of Form 24 is the gaming machine described in any of Forms 21 to 23, and the first speed is a speed within a predetermined range, and the first speed changes according to the proximity of the special image within the predetermined range (for example, as shown in Modification Example 109SG-7, the part where the speed V1 is variable within a predetermined range), the second speed is a speed faster than the maximum speed of the predetermined range (for example, as shown in Modification Example 109SG-7, for the speed V2 of the plurality of star-shaped effect images 109SG005S at the time of executing the movable body operation performance A, the part where the speed is faster than the maximum speed of the speed V1). It is characterized by this. According to this feature, since the moving speed of the special image changes, the gaming interest can be improved.

[0038] The gaming machine of Form 25 is the gaming machine described in any of Forms 21 to 24, and the performance execution means can output a plurality of operation effect sounds corresponding to the repeated operation of the movable body or the operation of the special image (for example, the part where a plurality of sounds such as the operation suggestion sound and the jackpot notification sound output from the speakers 8L and 8R can be output), and can output different operation effect sounds according to the output timing (for example, a plurality of output start timings of the operation suggestion sound and the jackpot notification sound are provided, and different sounds can be output from the speakers 8L and 8R according to which timing the output of the operation suggestion sound and the jackpot notification sound is started). It is characterized by this. According to this feature, it is easy to recognize that the movable body is performing a repetitive operation or an operation of a special image, and since the operation sound effect changes according to the output timing, the gaming interest can be improved.

[0039] (Configuration of Pachinko Machine 1, etc.) FIG. 1 is a front view of the pachinko machine 1 and shows the layout of the main members. The pachinko machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0040] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). Examples of the variation include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, and enlargement / reduction of one or more symbols. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated, or one or more decorative symbols are deformed or enlarged / reduced. Note that the variation also includes a mode of blinking display of a certain symbol. At the end of the variable display, a predetermined special symbol is stopped and displayed (also referred to as derivation or derivation display, etc.) as the display result (the same applies to the variable display of other symbols described later). Note that the variable display may be expressed as a variable display or a variation.

[0041] Note that the special symbol variably displayed on the first special symbol display device 4A is also referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 4B is also referred to as the "second special symbol". Also, the special symbol game using the first special symbol is referred to as the "first special symbol game", and the special symbol game using the second special symbol is also referred to as the "second special symbol game". Note that there may be one type of special symbol display device that performs variable display of the special symbol.

[0042] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.

[0043] For example, on the screen of the image display device 5, in synchronization with the first special figure game and the second special figure game, variable display of a plurality of types of decorative identification information different from the special symbols, such as decorative symbols (symbols indicating numbers, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The special figure games executed in synchronization and the variable display of the decorative symbols are collectively referred to simply as variable display.

[0044] On the screen of the image display device 5, a display area may be provided for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display being executed. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0045] The number of variable displays on hold is also referred to as the hold memory number. The hold memory number corresponding to the first special figure game is also referred to as the first hold memory number, and the hold memory number corresponding to the second special figure game is also referred to as the second hold memory number. The sum of the first hold memory number and the second hold memory number is also referred to as the total hold memory number.

[0046] At a predetermined position on the game board 2, a first hold display 25A and a second hold display 25B composed of a plurality of LEDs are provided. The first hold display 25A displays the first hold memory number by the number of lit LEDs. The second hold display 25B displays the second hold memory number by the number of lit LEDs.

[0047] Below the image display device 5, a winning ball device 6A is provided, and a variable winning ball device 6B is provided on the right side of the winning ball device 6A.

[0048] The winning ball device 6A forms a first starting winning port that is always kept in a certain open state where game balls can enter by a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.

[0049] The variable winning ball device 6B (ordinary electric accessory) forms a second starting winning port that changes between a closed state and an open state by a solenoid 81 (see FIG. 3). The variable winning ball device 6B includes, for example, an electric tulip-type accessory having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in the vertical position, so that the tips of the movable wing pieces approach the winning ball device 6A, and the second starting winning port is in a closed state where game balls cannot enter (it is also said that the second starting winning port is in a closed state). On the other hand, when the solenoid 81 is in the on state, the variable winning ball device 6B is in an open state where game balls can enter the second starting winning port because the movable wing pieces are in the tilted position (it is also said that the second starting winning port is in an open state). When a game ball enters the second starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to one equipped with an electric tulip-type accessory.

[0050] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions in the lower left of the game area and one position above the variable winning ball device 6B), a general winning port 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning ports 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.

[0051] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a big winning opening is provided. The special variable winning ball device 7 includes a big winning opening door that is driven to open and close by a solenoid 82 (see FIG. 3), and forms a big winning opening as a specific area that changes between an open state and a closed state by the big winning opening door.

[0052] As an example, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door (for a special electric accessory) is in an off state, the big winning opening door closes the big winning opening, and game balls cannot enter (pass through) the big winning opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the big winning opening door is in an on state, the big winning opening door opens the big winning opening, and game balls can easily enter the big winning opening.

[0053] When a game ball enters the big winning opening, a predetermined number (for example, 14) of game balls are paid out as prize balls. When a game ball enters the big winning opening, more prize balls are paid out than when a game ball enters, for example, the first start winning opening, the second start winning opening, or the general winning opening 10.

[0054] When a game ball enters each winning opening including the general winning opening 10, it is also referred to as "winning". In particular, winning at the start openings (the first start winning opening, the second start winning opening) is also referred to as a start winning.

[0055] A normal symbol display 20 is provided at a predetermined position of the game board 2 (in the example shown in FIG. 1, the lower left of the game area). As an example, the normal symbol display 20 is composed of 7-segment LEDs or the like, and performs variable display of normal symbols as a plurality of types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9", lighting patterns such as "-", etc. The normal symbols may include a pattern in which all the LEDs are turned off. Such variable display of normal symbols is also referred to as a normal symbol game.

[0056] To the right of the image display device 5, a passing gate 41 through which game balls can pass is provided. Based on the game ball passing through the passing gate 41, a normal symbol game is executed.

[0057] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, four LEDs, and displays the number of normal symbol games whose execution is on hold, i.e., the normal symbol hold memory number, by the number of lit LEDs.

[0058] On the surface of the game board 2, in addition to the above configuration, there are provided a windmill for changing the flow direction and speed of the game balls and a number of obstacle pins. At the lowermost part of the game area, an out port for taking in game balls that have not entered any of the winning ports is provided.

[0059] On the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Above the image display device 5 in the game machine frame 3, a main lamp 9a is provided, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2.

[0060] At a predetermined position of the game board 2 (the upper position of the image display device 5 in FIG. 1), a movable body 32 that operates according to the effect is provided. Further, a movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamps 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamps 9. Incidentally, these main lamp 9a, frame lamps 9b, attacker lamp 9c, and movable body lamp 9d are configured to include LEDs.

[0061] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a hitting and launching device is provided.

[0062] At a predetermined position of the gaming machine frame 3 below the gaming area, there is provided a hitting ball supply tray (upper tray) that holds (stores) the gaming balls paid out as prize balls or the gaming balls lent out by a predetermined ball lending machine so as to be supplyable to the hitting ball launching device. Incidentally, in addition to the upper tray, the gaming machine frame 3 may be provided with a payout unit (hitting ball supply tray) from which prize balls are paid out when the upper tray is full.

[0063] At a predetermined position of the gaming machine frame 3 below the gaming area, a stick controller 31A that can be grasped by the player and tilted is attached. The stick controller 31A is provided with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 3).

[0064] At a predetermined position of the gaming machine frame 3 below the gaming area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 3).

[0065] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the operations (such as operations) of the player, but other detection means may be provided.

[0066] FIG. 2 is a rear perspective view of the pachinko gaming machine 1. On the back surface of the pachinko gaming machine 1, a main board 11 housed in a board case 201 is mounted. The main board 11 is provided with a setting key 51 and a setting changeover switch 52. The setting key 51 functions as a key 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 setting values such as the winning probability of a big win and the ball payout rate in the setting change state. The setting key 51 and the setting changeover switch 52 may be attached outside the main board 11, such as at a predetermined position of the power supply board 17.

[0067] At the center of the back surface of the main board 11, a display monitor 29 is arranged, and a display switching switch 31 is arranged on the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display switching switch 31 are arranged in the front when the back surface side of the game board 2 is visually recognized with the game machine frame 3 opened, when visually recognizing the main board 11.

[0068] The display monitor 29 can display winning information such as consecutive ratios, combination ratios, and bases. The consecutive ratio is the ratio of the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The combination ratio is the ratio of the number of winning balls due to winning in the second start winning opening (electric chu) and the number of winning balls due to winning in the big winning opening (attacker) among the total number of winning balls. The base is the ratio of the total number of winning balls to the number of game balls launched. When in the setting change state or the setting confirmation state, the display monitor 29 can display the set values in the pachinko game machine 1. The display monitor 29 may be able to display set values to be changed or confirmed, etc., when in the setting change state or the setting confirmation state.

[0069] The setting key 51 and the setting switching switch 52 cannot be operated from the front side of the pachinko game machine 1 when the game machine frame 3 is closed. A glass door frame 3a having a glass window is rotatably provided on the game machine frame 3, and the game area can be opened and closed by the glass door frame 3a. When the glass door frame 3a is closed, the game area can be seen through the glass window.

[0070] In the pachinko game 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. The security cover 50A covers the right side portion of the board case 201 including the setting key 51 and the setting switching switch 52 from the back side when the game machine frame 3 is closed. 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 synthetic resin having transparency.

[0071] (Outline of game progress) When a player rotates the hitting operation handle 30 provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, a normal symbol game by the normal symbol display 20 is started. When the game ball passes through the passing gate 41 during the period of execution of the previous normal symbol game or the like (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be immediately executed), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).

[0072] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, as a determined normal symbol, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol lose". When it becomes "normal symbol win", opening control is performed to keep the variable prize ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0073] When a game ball enters the first start winning opening formed in the prize ball device 6A, a first special symbol game by the first special symbol display device 4A is started.

[0074] When a game ball enters the second start winning opening formed in the variable prize ball device 6B, a second special symbol game by the second special symbol display device 4B is started.

[0075] When a game ball enters (wins) the start winning opening during the period of execution of the special symbol game or during the period controlled to be in a big win gaming state or a small win gaming state described later (when a start win occurs but the special symbol game based on the start win cannot be immediately executed), the execution of the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0076] In the special figure game, if a specific special figure (big win figure, for example, "7", the actual figure varies according to the big win type described later) is stopped and displayed as the determined special figure, it is a "big win". If a predetermined special figure different from the big win figure (small win figure, for example, "2") is stopped and displayed, it is a "small win". Also, if a special figure different from the big win figure and the small win figure (losing figure, for example, "-") is stopped and displayed, it is a "loss".

[0077] After the display result in the special figure game becomes a "big win", it is controlled to the big win game state as an advantageous state favorable to the player. After the display result in the special figure game becomes a "small win", it is controlled to the small win game state.

[0078] In the big win game state, the big winning opening formed by the special variable winning ball device 7 becomes open in a predetermined manner. The open state continues until the earlier timing of the elapse of a predetermined period (for example, 29 seconds or 1.8 seconds) and the timing when the number of game balls entering the big winning opening reaches a predetermined number (for example, 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes open like this is called a round (round game). In the big win game state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.

[0079] In the big win game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more the number of rounds in the big win game state and the longer the opening upper limit period, the more advantageous it is for the player.

[0080] In addition, jackpot types are set for "big wins". For example, multiple types of opening modes of the big winning openings (number of rounds and upper limit of the opening period) and game states after the big win game state (normal state, time-limited state, probability-variable state, etc.) are prepared, and the jackpot types are set accordingly. As jackpot types, there may be jackpot types where a large number of prize balls can be obtained, jackpot types with few prize balls, or jackpot types where almost no prize balls can be obtained.

[0081] In the small win game state, the big winning opening formed by the special variable winning prize ball device 7 is opened in a predetermined opening mode. For example, in the small win game state, the opening mode is the same as that in the big win game state for some jackpot types (the number of times the big winning opening is opened is the same as the above-mentioned number of rounds, and the closing timing of the big winning opening is also the same, etc.), and the big winning opening is in an open state. Note that, similar to the jackpot type, "small win" may also be provided with small win types.

[0082] After the big win game state ends, it may be controlled to enter the time-limited state or the probability-variable state according to the above-mentioned jackpot type.

[0083] In the time-limited state, control (time-limiting control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the time-limited state, control (high-opening control, high-base control) is also executed to make it easier for game balls to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or increasing the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time-limited state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0084] In the probability-variable state (probability variation state), in addition to the time-limiting control, probability-variable control is executed to increase the probability that the display result becomes "big win" compared to the normal state. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "big win" in addition to this, it is an even more advantageous state for the player.

[0085] The short-time state and the probability-variable state continue until any one of the end conditions, such as the execution of a specific figure game a predetermined number of times and the start of the next jackpot game state, is satisfied first. What has the execution of a specific figure game a predetermined number of times as an end condition is also called "running out of times" (short-time when running out of times, probability-variable when running out of times, etc.).

[0086] The normal state is a game state other than advantageous states such as the jackpot game state advantageous to the player, special states such as the short-time state and the probability-variable state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the general figure game becomes "general figure win" and the probability that the display result in the specific figure game becomes "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when no predetermined return process is executed after power-on as in the case when a system reset is performed).

[0087] 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 short-time control is being executed is also called the high-base state, and the state in which the short-time control is not being executed is also called the low-base state. Combining these, the short-time state is also called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, the normal state is also called the low-probability low-base state, etc. The high-probability state and the low-base state are also called the high-probability low-base state.

[0088] After the small jackpot game state ends, the game state is not changed, and it continues to be controlled in the game state before the display result of the specific figure game becomes "small jackpot" (however, when the specific figure game at the time of "small jackpot" occurrence is the specific figure game of the above-mentioned predetermined number of times in the above-mentioned running out of times, the game state is naturally changed). Note that the display result of the specific figure game may not be "small jackpot".

[0089] Note that the game state may change based on the game ball passing through a specific area (for example, a specific area within the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after that jackpot game state. (Advancement of the performance, etc.)

[0090] In the pachinko gaming machine 1, various effects (effects for notifying the progress of the game or livening up the game) are executed according to the progress of the game. The said effects will be described below. Note that the said effects are carried out by displaying various effect images on the image display device 5. In addition to or instead of the said display, effects may also be carried out by using voice output from the speakers 8L and 8R, lighting or extinguishing of the game effect lamp 9, movement of the movable body 32, or any effect device including some or all of these.

[0091] As an effect executed according to the progress of the game, in the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5, variable display of the decorative symbols is started in correspondence with the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) is stopped and displayed in the first special figure game or the second special figure game, the determined decorative symbol (combination of three decorative symbols), which is the display result of the variable display of the decorative symbols, is also stopped and displayed (derived).

[0092] During the period from the start to the end of the variable display of the decorative symbols, the mode of the variable display of the decorative symbols may become a predetermined reach mode (reach is established). Here, the reach mode refers to a mode in which the variable display continues for the decorative symbols that have not yet been stopped and displayed when the decorative symbols stopped and displayed on the screen of the image display device 5 constitute a part of the jackpot combination described later, and so on.

[0093] In addition, a reach effect is executed in correspondence with the said reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, a plurality of types of reach effects are executed in which the ratio (also called jackpot reliability or jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becomes a "jackpot" differs according to the effect mode. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0094] When the display result of the special figure game is a "big win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern that becomes a predetermined big win combination is derived (the display result of the variable display of the decorative pattern becomes a "big win"). As an example, the same decorative pattern (for example, "7", etc.) stops and is displayed aligned on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right".

[0095] In the case of a "probability variable big win" that is controlled to the probability variable state after the end of the big win gaming state, odd decorative patterns (for example, "7", etc.) stop and are displayed aligned, and in the case of a "non-probability variable big win (normal big win)" that is not controlled to the probability variable state after the end of the big win gaming state, even decorative patterns (for example, "6", etc.) may stop and be displayed aligned. In this case, odd decorative patterns are also called probability variable patterns, and even decorative patterns are also called non-probability variable patterns (normal patterns). After reaching the reach mode with non-probability variable patterns, an upgrade effect that finally becomes a "probability variable big win" may be executed.

[0096] When the display result of the special figure game is a "small win", on the screen of the image display device 5, as the display result of the variable display of the decorative pattern, a determined decorative pattern (for example, "1 3 5", etc.) that becomes a predetermined small win combination is derived (the display result of the variable display of the decorative pattern becomes a "small win"). As an example, the decorative patterns that form the chance symbols stop and are displayed on a predetermined effective line in the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right". Note that when the display result of the special figure game is a "big win" of some big win types (big win types in the big win gaming state in the same mode as the small win gaming state) and when it is a "small win", a common determined decorative pattern may be derived and displayed.

[0097] When the display result of the special figure game is "losing", the variable display mode of the decorative pattern does not become the reach mode, and as the display result of the variable display of the decorative pattern, a determined decorative pattern of a non-reach combination (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "losing", after the variable display mode of the decorative pattern becomes the reach mode, as the display result of the variable display of the decorative pattern, a determined decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") may be stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").

[0098] The effects that the pachinko gaming machine 1 can execute also include displaying the above variable display corresponding displays (hold display and active display). Also, as other effects, for example, a preview effect for previewing the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect for previewing the jackpot reliability in the variable display being executed and a preview effect for previewing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect for previewing, an effect for changing the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode may be executed.

[0099] Also, in the image display device 5, an pseudo-continuous effect may be executed that makes a single variable display appear like a plurality of variable displays by temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display.

[0100] Even during a jackpot gaming state, a jackpot in-play effect for notifying the jackpot gaming state is executed. As the jackpot in-play effect, an effect for notifying the number of rounds or a promotion effect indicating that the value of the jackpot gaming state is improved may be executed. Also, even during a minor jackpot gaming state, a minor jackpot in-play effect for notifying the minor jackpot gaming state is executed. Note that, by executing a common effect during the minor jackpot gaming state and the jackpot gaming state of some jackpot types (jackpot types of the jackpot gaming state in the same manner as the minor jackpot gaming state, for example, jackpot types that set the subsequent gaming state to a high-probability state), it may be made unrecognizable to the player whether the current state is the minor jackpot gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor jackpot gaming state and after the end of the jackpot gaming state, it may be made unrecognizable whether it is a high-probability state or a low-probability state.

[0101] Also, for example, when a special figure game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer-waiting demo effect is executed).

[0102] (Substrate Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc., as shown in FIG. 3. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also installed. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.

[0103] In the pachinko gaming machine 1, power from an AC power source such as AC100V in an external power source like a commercial power supply can be supplied by the power supply board 17 to electrical components including various control boards such as the main board 11 and the effect control board 12. The power supply board 17 is provided with, for example, a rectifying circuit for converting alternating current (AC) to direct current (DC), a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (such as DC12V or DC5V), and the like.

[0104] The main board 11 is a main - side control board and has a function of controlling the progress of the above - mentioned games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, small win game state, game state, etc.). The main board 11 has a game - control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like.

[0105] 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, and an I / O (Input / Output port) 105.

[0106] The CPU 103 performs a process of controlling the progress of the game (a process for realizing the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as variable patterns described later, effect control commands described later, various tables referred to when making various decisions described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko gaming machine 1 stops. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0107] The random number circuit 104 updates and counts numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated (updated by software) by the CPU 103 executing a predetermined computer program.

[0108] The I / O 105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals for controlling (driving) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the first hold display 25A, the second hold display 25B, the normal hold display 25C, etc., solenoid drive signals).

[0109] The switch circuit 110 captures detection signals (such as detection signals indicating that a game ball has passed or entered and the switch has turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23) and transmits them to the game control microcomputer 100. By transmitting the detection signal, it is detected that a game ball has passed or entered.

[0110] The switch circuit 110 captures 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 setting control circuits such as the game control microcomputer 100 to an operation stop state, and may be output using any one of a power supply monitoring circuit, an IC with a watchdog timer, and a system reset IC. The power-off signal becomes off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and becomes on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or more. The clear signal becomes on, for example, in response to a pressing operation on a clear switch provided on the power supply board 17.

[0111] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for normal electric accessory or the solenoid 82 for the big winning opening door.

[0112] On the main board 11, a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door opening sensor 90 are connected. The door opening sensor 90 detects the opening of the gaming machine frame 3 including the glass door frame 3a.

[0113] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game according to the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a win, the number of stored holds, the game state), commands for specifying the occurrence of an error, etc.

[0114] The effect control board 12 is a sub - side control board independent of the main board 11, and has a function of receiving an effect control command and executing an effect (various effects according to the progress of the game, including driving of the movable body 32, error notification, notification of power failure recovery, etc.) based on the received effect control command.

[0115] On the effect control board 12, an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125 are mounted.

[0116] The CPU 120 for performance control executes, by executing the programs stored in the ROM 121, processes for executing performances together with the display control unit 123 (the processes for realizing the functions of the performance control board 12, including the determination of the performances to be executed, etc.). At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.

[0117] The CPU 120 for performance control may also 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 output when an operation by a player is detected, and signals appropriately indicating the operation content).

[0118] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the CPU 120 for performance control.

[0119] 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 a performance from the CPU 120 for performance control, thereby causing the image display device 5 to display a performance image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 or a lamp signal (a signal designating the lighting / extinguishing mode of the lamp) to the lamp control board 14 in order to perform voice output synchronized with the display of the performance image and the lighting / extinguishing of the game effect lamp 9. Also, the display control unit 123 supplies a signal for operating the movable body 32 to the movable body 32 or the drive circuit driving the movable body 32.

[0120] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, drives the speakers 8L and 8R based on the sound designation signal, and causes the speakers 8L and 8R to output the sound designated by the sound designation signal.

[0121] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, drives the game effect lamp 9 based on the lamp signal, and turns on / off the game effect lamp 9 in the manner specified by the lamp signal. In this way, the display control unit 123 controls the audio output and the lighting / extinguishing of the lamp.

[0122] Note that the control of the audio output, the lighting / extinguishing of the lamp (such as the supply of the sound designation signal and the lamp signal), and the control of the movable body 32 (such as the supply of the signal for operating the movable body 32) may be executed by the effect control CPU 120.

[0123] The random number circuit 124 countably updates the numerical data indicating various random number values (random numbers for effects) used for executing various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).

[0124] The I / O 125 mounted on the effect control board 12 includes an input port for capturing the effect control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).

[0125] The boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.

[0126] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.

[0127] (Main operations of the main board 11) First, the main operations of the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the CPU 103 executes the main game control process. FIG. 4 is a flowchart showing the main game control process executed by the CPU 103 on the main board 11.

[0128] In the main game control process shown in FIG. 4, the CPU 103 first sets interrupt inhibition (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include setting the stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and settings to make the RAM 102 accessible.

[0129] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is off, there is backup data, and the backup RAM is normal. When power supply to the pachinko gaming machine 1 is started, if, for example, a clear switch provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. In such a case where the on-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be stored in the RAM 102, which serves as the backup RAM for game control. In step S3, it suffices to check or inspect the presence or absence of backup data and data errors to determine whether the recovery condition can be satisfied.

[0130] When the recovery condition is satisfied (step S3; Yes), after executing the recovery process (step S4), a setting confirmation process (step S5) is executed. By the recovery process in step S4, the work area is set based on the stored content of the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply was stopped is restored. For example, if the special symbol was in the middle of changing when the power supply stopped, it suffices to be able to resume the change of the special symbol from the state before the stop.

[0131] If the recovery condition is not satisfied (step S3; No), after executing the initialization process (step S6), the setting change process (step S7) is executed. The initialization process in step S6 includes a clearing process for clearing the flags, counters, and buffers stored in the RAM 102, and an initial value is set in the work area by executing the clearing process.

[0132] 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 detection signal from the door release sensor 90 is in the on state and the setting key 51 is operated in the on state when the power supply is started. The setting confirmation process of step S5 is executed when the recovery condition including that the clear signal is in the off state is satisfied in step S3. Therefore, since the setting confirmation condition can be satisfied when the clear signal is in the off state, the fact that the clear signal is in the off state can also be included in the setting confirmation condition.

[0133] 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 set values can be confirmed, and a setting confirmation start command is transmitted from the main board 11 to the effect control board 12. In the setting confirmation state, it is possible to confirm the set values set in the pachinko gaming machine 1 by the display on the display monitor 29. When ending the setting confirmation state, a setting confirmation end command is transmitted from the main board 11 to the effect control board 12.

[0134] When the pachinko gaming machine 1 is in the setting confirmation state, it may be set to a game stop state that halts the progress of the game on the pachinko gaming machine 1. When in the game stop state, the launch of game balls by operating the hitting operation handle, the detection of game balls by various switches, etc. are stopped, and on the first special symbol display device 4A, the second special symbol display device 4B, and the normal symbol display 20, it may be controlled to stop displaying losing symbols or to perform displays corresponding to game stop states different from the losing symbols. When the setting confirmation state ends, the accompanying game stop state may also end.

[0135] In the setting change process of step S7, it is determined whether a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door open sensor 90 is in the on state and the setting key 51 is turned on when power supply is started. The setting change condition may include that the clear signal is in the on state.

[0136] When the setting change condition is satisfied in the setting change process of step S7, the pachinko gaming machine 1 enters a setting change state in which the set values set in the pachinko gaming machine 1 can be changed, and a setting change start command is sent from the main board 11 to the effect control board 12. In the setting change state, the set values are displayed on the display monitor 29, and each time an operation of the setting change switch 52 is detected, the numerical values displayed on the display monitor 29 are sequentially updated and displayed. Then, based on the fact that the setting key 51 is turned off by an operation by a casino staff member or the like, the set values displayed on the display monitor 29 are stored (updated and memorized) in the backup area of the RAM 102, and the display monitor 29 is turned off. When ending the setting change state, a setting change end command is sent from the main board 11 to the effect control board 12.

[0137] When the pachinko gaming machine 1 is in the setting change state, similar to when it is in the setting confirmation state, the pachinko gaming machine 1 may be set to the game stop state. When the setting change state ends, the accompanying game stop state may also end.

[0138] On the side of the performance control board 12, when a setting confirmation start command or a setting change start command is received, control may be performed to notify that the setting is being confirmed or that the setting is being changed. For example, in the image display device 5, a predetermined image may be displayed, 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 caused to emit light in a predetermined manner.

[0139] The clear signal becomes on, for example, by pressing a clear switch provided on the power supply board 17. Therefore, when the power supply is started and the detection signal from the door open sensor 90 is on and the setting key 51 is on, if the clear switch is on, the initialization process in step S6 and the setting change process in step S7 are executed, and it becomes possible to control to the setting change state. If the clear switch is off, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and it becomes possible to control to the setting confirmation state. When the power supply is started and the detection signal from the door open sensor 90 is off, or when the setting key 51 is off, if the clear switch is on, the initialization process in step S6 is executed, but it is not controlled to the setting change state. If the clear switch is off, the recovery process in step S4 is executed, but it is not controlled to the setting confirmation state.

[0140] After executing the setting confirmation process or the setting change process, the CPU 103 executes a random number circuit setting process for initializing the random number circuit 104 (step S8). Then, the setting of the register of the CTC built in the game control microcomputer 100 is performed so that a timer interrupt is periodically applied every predetermined time (for example, 2 ms) (step S9), and interrupts are permitted (step S10). After that, it enters a loop process. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute a timer interrupt process.

[0141] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first executes predetermined switch processing to determine the presence or absence of detection signals 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). Subsequently, by executing predetermined main-side error processing, the pachinko game machine 1 is diagnosed for abnormalities, and a warning can be generated if necessary according to the diagnosis result (step S22). After that, by executing predetermined information output processing, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of times of start wins, etc.), probability variation information (information indicating the number of times of entering the probability variation state, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0142] Following the information output processing, game random number update processing for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing every timer interrupt, the execution and hold management of the special symbol game, the control of the jackpot game state and the small win game state, the control of the game state, etc. are realized.

[0143] Following the special symbol process processing, normal symbol process processing is executed (step S26). By the CPU 103 executing the normal symbol process processing every timer interrupt, the execution and hold 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), the opening control of the variable prize ball device 6B based on "normal symbol win", etc. are made possible. The execution of the normal symbol game is performed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting the normal symbol hold display 25C.

[0144] After executing the normal symbol process, as part of the game control timer interrupt process, processes such as the process when a power failure occurs and the process for paying out prize balls may be performed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may transmit and set an effect control command in each of the above processes. In the command control processing of step S27, a process of transmitting the transmitted and set effect control command to a sub-control board such as the effect control board 12 is performed. After executing the command control processing, interrupts are permitted, and then the game control timer interrupt process is terminated.

[0145] FIG. 6 is a flowchart showing an example of the process executed in step S25 shown in FIG. 5 as the special symbol process. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).

[0146] In the start winning determination process, a process of detecting the occurrence of a start winning, storing reservation information in a predetermined area of the RAM 102, and updating the reservation storage count is executed. When a start winning occurs, a random number value for determining a display result (including the jackpot type) and a variation pattern is extracted and stored as reservation information. Further, a process of pre-reading and determining the display result and the variation pattern based on the extracted random number value may be executed. After storing the reservation information and the reservation storage count, transmission settings for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the reservation storage count, and the pre-reading determination to the effect control board 12 are performed. The effect control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process ends and the command control process of step S27 shown in FIG. 4 is executed.

[0147] After executing the start winning determination process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special drawing process flag provided in the RAM 102. In each process of the special symbol process (steps S110 to S120), transmission settings for transmitting the effect control command corresponding to each process to the effect control board 12 are performed.

[0148] The special symbol normal process in step S110 is executed when the value of the special drawing process flag is "0" (initial value). In this special symbol normal process, based on the presence or absence of hold information, etc., it is determined whether to start the first special drawing game or the second special drawing game. Also, in the special symbol normal process, based on the random number value for determining the display result, whether to make the display result of the special symbol and the decorative symbol a "big win" or a "small win", or the big win type in the case of a "big win", is determined (predetermined) before the display result is derived and displayed. Furthermore, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as special drawing 2 priority digestion). Also, the winning order of the game balls entering the first start winning port and the second start winning port may be memorized, and the start conditions of the special drawing game may be made to hold in the winning order (also referred to as winning order digestion).

[0149] When making various determinations based on the random number value, various tables stored in the ROM 101 (tables in which the determination values compared with the random number value are assigned to the determination results) are referred to. The same applies to other determinations on the main board 11 and various determinations on the effect control board 12. In the effect control board 12, various tables are stored in the ROM 121.

[0150] The variable pattern setting process in step S111 is executed when the value of the special figure process flag is "1". This variable pattern setting process includes a process of determining one of a plurality of types of variable patterns using a random number value for determining the variable pattern based on a preliminary determination result such as whether the display result is a "big win" or a "small win", and the like. In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.

[0151] The variable pattern specifies the execution time of the special figure game (special figure variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.

[0152] The special symbol variable process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variable process includes a process of making settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, and the like. Also, a determination is made as to whether the measured elapsed time has reached the special figure variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variable time, the value of the special figure process flag is updated to "3", and the special symbol variable process ends.

[0153] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes processes for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B, and for performing settings to stop-display (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss", and when it is in the time-saving state or the probability-variable state and the end of the play count cut-off is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0154] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes processes for starting the execution of a round in the big win game state and setting the big winning opening to the open state based on the fact that the display result is "big win", etc. When setting the big winning opening to the open state, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning opening door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning opening and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.

[0155] The jackpot release in - progress process in step S115 is executed when the value of the special figure process flag is "5". This jackpot release in - progress process includes a process of measuring the elapsed time since the big winning opening is opened, and a process of determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time, the number of game balls detected by the count switch 23, etc. When returning the big winning opening to the closed state, after executing a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, etc., the value of the special figure process flag is updated to "6", and the jackpot release in - progress process ends.

[0156] The post - jackpot release process in step S116 is executed when the value of the special figure process flag is "6". This post - jackpot release process includes a process of determining whether the number of executed rounds in which the big winning opening is in the open state has reached the set upper limit number of executions, and a process of making settings for ending the jackpot game state when the upper limit number of executions is reached, etc. When the number of executed rounds has not reached the upper limit number of executions, the value of the special figure process flag is updated to "5", while when the number of executed rounds has reached the upper limit number of executions, the value of the special figure process flag is updated to "7". When the value of the special figure process flag is updated, the post - jackpot release process ends.

[0157] The jackpot end process in step S117 is executed when the value of the special figure process flag is "7". This jackpot end process includes a process of waiting until the waiting time corresponding to the period during which the ending effect as an effect operation for notifying the end of the jackpot game state is executed elapses, and a process of making various settings for starting the probability - variable control and time - shortening control corresponding to the end of the jackpot game state, etc. When such settings are made, the value of the special figure process flag is updated to "0", and the jackpot end process ends.

[0158] The pre-small-win release process in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win release process includes processes such as setting the big winning opening to the open state in the small-win gaming state based on the display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win release process ends.

[0159] The in-small-win release process in step S119 is executed when the value of the special figure process flag is "9". This in-small-win release process includes processes such as measuring the elapsed time since the big winning opening was set to the open state, and determining whether it is time to return the big winning opening from the open state to the closed state based on the measured elapsed time and the like. When the big winning opening is returned to the closed state and it is time to end the small-win gaming state, the value of the special figure process flag is updated to "10", and the in-small-win release process ends.

[0160] The small-win end process in step S120 is executed when the value of the special figure process flag is "10". This small-win end process includes processes such as waiting until the waiting time corresponding to the period during which the effect operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it became the small-win gaming state is continued. When the waiting time at the end of the small-win gaming state has elapsed, the value of the special figure process flag is updated to "0", and the small-win end process ends.

[0161] The pachinko gaming machine 1 is configured such that the winning probability of a big win and the payout rate change according to set values. For example, in the normal special symbol process of the special symbol process, by using a display result determination table (winning probability) according to the set value, the winning probability of a big win and the payout rate change. For example, the set value consists of six levels from 1 to 6, and when 6 is set, the winning probability of a big win is the highest, and the winning probability of a big win decreases in the order of 6, 5, 4, 3, 2, 1. In this example, when 6 is set as the set value, it is most advantageous for the player, and the degree of advantage decreases step by step in the order of 6, 5, 4, 3, 2, 1. If the winning probability of a big win changes according to the set value, the payout rate may also change according to the set value. The winning probability of a big win may be constant regardless of the set value, while the number of rounds in the big win gaming state may change according to the set value. The pachinko gaming machine 1 only needs to be configured to be able to set any one of a plurality of set values with different degrees of advantage for the player. The set value set in the pachinko gaming machine 1 is notified by sending a set value designation command from the main board 11 side to the effect control board 12 side.

[0162] FIG. 7 shows a configuration example of the display result determination table. FIG. 7(A) shows a configuration example of the display result determination table for the first special symbol used when the variable special symbol is the first special symbol, and FIG. 7(B) shows a configuration example of the display result determination table for the second special symbol used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, a hit determination value compared with the random number value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol, according to the set value. The random number value MR1 is a random number value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for the first special symbol and the second special symbol.

[0163] In the display result determination table, when the game state is the probability variable state (high probability state), more determination values are assigned to the special symbol display result of "big win" than when it is in the normal state or the time-limited state (low probability state). As a result, when in a high probability state such as the probability variable state in which probability variable control is performed in the pachinko gaming machine 1, the probability of being determined to be controlled to the big win game state is higher than when in a low probability state such as the normal state or the time-limited state.

[0164] In the first special symbol display result determination table, regardless of the game state and the set value, the determination values are assigned so that the probability of determining to control the special symbol display result as "small win" and controlling it to the small win game state becomes the same value. In the second special symbol display result determination table, regardless of the game state and the set value, the determination values are assigned so that the probability of determining to control the special symbol display result as "small win" and controlling it to the small win game state is a different same value from that of the first special symbol display result determination table. Note that the probability of determining to control the special symbol display result as "small win" and controlling it to the small win game state may be varied according to the set value. Regardless of the variable special symbol, the probability of determining to control the special symbol display result as "small win" and controlling it to the small win game state may be the same probability.

[0165] In the first special symbol display result determination table and the second special symbol display result determination table, when the game state is the normal state or the time-limited state, the range from 1020 to 1237 among the win determination values is set as the common numerical range of the big win determination values for determining a big win regardless of the set value. When the set value is 1, the range from 1020 to 1237 is assigned to "big win", and only the common numerical range of the big win determination values for determining a big win is set. On the other hand, when the set value is from 2 to 6, a numerical range corresponding to each set value starting from 1238 is set as the non-common numerical range of the big win determination values so as to be continuous from the common numerical range of the big win determination values.

[0166] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the probability variable state, the range from 1020 to 1346 among the winning determination values is set as the common numerical range of the big win determination values for determining a big win regardless of the set value. When the set value is 1, only the common numerical range of the big win determination values for determining a big win is set by assigning the range from 1020 to 1346 to "big win". On the other hand, when the set values are 2 to 6, numerical ranges corresponding to each set value starting from 1346 are set as the non-common numerical ranges of the big win determination values so as to be continuous from the common numerical range of the big win determination values.

[0167] In the first special figure display result determination table, when the game state is the normal state or the time reduction state, the range from 32767 to 33094 among the winning determination values is set as the common numerical range of the small win determination values for determining a small win regardless of the set value. The small win determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big win determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small win determination values overlaps with the range of the big win determination values that changes according to each set value.

[0168] In the first special figure display result determination table, when the game state is the probability variable state, similar to the case where the game state is the normal state or the time reduction state, the range from 32767 to 33094 among the winning determination values is set as the common numerical range of the small win determination values for determining a small win regardless of the set value. The small win determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big win determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small win determination values overlaps with the range of the big win determination values that changes according to each set value.

[0169] In the second special figure display result determination table, when the game state is the normal state or the time-limited state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.

[0170] In the second special figure display result determination table, when the game state is the probability-variable state, similar to the case where the game state is the normal state or the time-limited state, the range from 32767 to 33421 among the hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the set value. The small hit determination values are set in a numerical range different from the common numerical range and the non-common numerical range of the big hit determination values regardless of whether the set value is any one of 1 to 6. Thereby, it is prevented that the numerical range of the small hit determination values overlaps with the range of the big hit determination values that changes according to each set value.

[0171] The number of set values that can be set for the pachinko gaming machine 1 may be 5 or less or 7 or more. It may be configured such that the smaller the set value set for the pachinko gaming machine 1, the more advantageous it is for the player. The gaming performance may be changed according to the set value set for the pachinko gaming machine 1. For example, when the set value set for the pachinko gaming machine 1 is 1, the jackpot probability in the normal state is 1 / 320, and the gaming performance is such that the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set for the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and during the jackpot game, based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7, the gaming state after the end of the jackpot game is controlled to the probability variation state. On the other hand, it is a gaming performance (so-called V probability variation type) in which the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variable special figure. When the set value set for the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and it may be a gaming performance (so-called type 1 and type 2 mixed type) in which the jackpot game state is controlled based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control). When the set value set for the pachinko gaming machine 1 is any one of 1 to 3, the gaming performance is the same, but a setting may be provided in which the jackpot probability and the small win probability are higher than when the set value is any one of 1 to 3, while the number of winning balls that can be obtained during the jackpot game is small (for example, when the set value set for the pachinko gaming machine 1 is any one of 4 to 6). When changing the gaming performance according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the game ball passes through a predetermined area), and when the set value is 4 to 6, the predetermined switch may be used as a gaming switch (a switch for controlling the gaming state to the probability variation state or the jackpot game state based on the game ball passing through the predetermined switch).

[0172] The jackpot type may be determined at different ratios according to the set value based on the assignment of the determination value in the jackpot type determination table. Alternatively, the jackpot type may be determined at a common ratio regardless of the set value. The variation pattern may be determined at different ratios according to the set value based on the assignment of the determination value in the variation pattern determination table. Alternatively, the variation pattern may be determined at a common ratio regardless of the set value. By having different execution ratios of normal reach and super reach according to the set value, the set value may be suggested by the frequency at which normal reach and super reach are executed. Alternatively, the execution ratios of normal reach and super reach may be common regardless of the set value. Additionally, according to the set value, arbitrary setting suggestion effects may be made executable at different ratios.

[0173] (Main operations of the effect control board 12) Next, the main operations of the effect control board 12 will be described. In the effect control board 12, when the power supply voltage is supplied from the power supply board or the like, the effect control CPU 120 is activated and executes the effect control main process as shown in the flowchart of FIG. 8. When starting the effect control main process shown in FIG. 8, the effect control CPU 120 first executes a predetermined initialization process (step S71), such as clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling to drive the movable body 32 back to the initial position and performing a predetermined operation confirmation, are executed.

[0174] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses based on, for example, the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the system waits.

[0175] On the side of the effect control board 12, an interrupt for receiving an effect control command from the main board 11 occurs separately from the timer interrupt that occurs every time a predetermined time elapses. This interrupt is, for example, an interrupt generated when the effect control INT signal from the main board 11 becomes on. When an interrupt is generated due to the effect control INT signal becoming on, the effect control CPU 120 automatically sets itself to interrupt prohibition. However, when using a CPU that does not automatically enter the interrupt prohibition state, it is desirable to emit an interrupt prohibition command (DI command). The effect control CPU 120 executes, for example, a predetermined command reception interrupt process in response to an interrupt caused by the effect control INT signal becoming on. In this command reception interrupt process, among the input ports included in the I / O 125, the effect control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The effect control command fetched at this time is stored, for example, in a buffer for receiving the effect control command provided in the RAM 122. After that, the effect control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.

[0176] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after various effect control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the effect control command are read out, settings and controls corresponding to the read-out effect control commands are performed. For example, the read-out effect control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the effect control process processing or the like what effect control command was received and what the content specified by the effect control command is. Also, when the effect control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.

[0177] After executing the command analysis process in step S75, an effect control process is executed (step S76). In the effect control process, for example, control is performed to operate various effect devices such as the display operation of the effect image in the display area of the image display device 5, the voice output operation from the speakers 8L and 8R, the lighting operation of the decorative light emitters such as the game effect lamp 9 and the decorative LEDs, and the driving operation of the movable body 32. Also, regarding the control content of the effect operation using various effect devices, determination, decision-making, setting, etc. are performed according to the effect control commands transmitted from the main board 11 and the like.

[0178] Following the effect control process in step S76, an effect random number update process is executed (step S77), and at least a part of the effect random numbers used on the side of the effect control board 12 is updated by software. Then, the process returns to step S73. Before returning to the process of step S73, other processes may be executed.

[0179] FIG. 9 is a flowchart showing an example of the process executed in step S76 of FIG. 8 as the effect control process. In the effect control process shown in FIG. 9, the effect control CPU 120 first executes a pre-announcement setting process (step S161). In the pre-announcement setting process, for example, determination, decision-making, setting, etc. for executing a pre-announcement effect are performed based on the effect control command at the start winning transmitted from the main board 11. Also, a process for displaying a hold display is executed based on the number of holds stored specified from the effect control command.

[0180] After executing the process of step S161, the effect control CPU 120 selects and executes any one of the following processes of steps S170 to S177 according to the value of the effect process flag provided in, for example, the RAM 122.

[0181] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process ends.

[0182] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode thereof, the execution start timing, etc. are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 by instructing the start of the execution of the variable display of the decorative pattern.

[0183] The variable display performance process in step S172 is a process executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decoration pattern, such as instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the audio control board 13 to output sound or sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LEDs. After performing such performance control, for example, when an end code indicating the end of the variable display of the decoration pattern is read from the performance control pattern, or when a command specifying to stop displaying the determined decoration pattern is received from the main board 11, the determined decoration pattern as the display result of the decoration pattern is stopped from being displayed. When the determined decoration pattern is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0184] The special symbol hit waiting process in step S173 is a process executed when the value of the performance process flag is "3". In this special symbol hit waiting process, the performance control CPU 120 determines whether an performance control command specifying the start of a big win game state or a small win game state is received from the main board 11. When an performance control command specifying the start of a big win game state or a small 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 "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command elapses without receiving a command specifying the start of a big win game state or a small win game state, it is determined that the display result in the special symbol game is "a 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 symbol hit waiting process ends.

[0185] The small win in-play production process in step S174 is a process executed when the value of the production process flag is "4". In this small win in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the small win gaming state, and executes various production controls in the small win gaming state based on the set content. Also, in the small win in-play production process, for example, in response to receiving a command specifying the end of the small win gaming state from the main board 11, the value of the production process flag is updated to "5", which is a value corresponding to the small win end production, and the small win in-play production process is ended.

[0186] The small win end production process in step S175 is a process executed when the value of the production process flag is "5". In this small win end production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the end of the small win gaming state, and executes various production controls at the end of the small win gaming state based on the set content. Then, the value of the production process flag is updated to the initial value "0", and the small win end production process is ended.

[0187] The big win in-play production process in step S176 is a process executed when the value of the production process flag is "6". In this big win in-play production process, the production control CPU 120 sets, for example, a production control pattern corresponding to the production content in the big win gaming state, and executes various production controls in the big win gaming state based on the set content. Also, in the big win in-play production process, for example, in response to receiving a command specifying the end of the big win gaming state from the main board 11, the value of the production process flag is updated to "7", which is a value corresponding to the ending production process, and the big win in-play production process is ended.

[0188] The ending effect process in step S177 is a process executed when the value of the effect process flag is "7". In this ending effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of a big win gaming state, and executes various effect controls for the ending effect at the end of the big win gaming state based on the set content. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0189] (Modification example of the basic explanation) This invention is not limited to the pachinko gaming machine 1 described in the above basic explanation, and various modifications and applications are possible without departing from the spirit of the present invention.

[0190] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning. However, it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0191] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, the symbol may not be displayed when the variable display stops (as the display result, the symbol indicating "-" may not be displayed).

[0192] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. However, the present invention is also applicable to a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player.

[0193] The program and data for implementing the present invention are not limited to the form of being distributed and provided by a detachable recording medium to a computer device or the like included in the pachinko gaming machine 1, and may be distributed by being installed in advance in a storage device of the computer device or the like. Furthermore, the program and data for implementing the present invention may be distributed by being downloaded from other devices on a network connected via a communication line or the like by providing a communication processing unit.

[0194] And the execution form of the game is not limited to only the one executed by attaching a detachable recording medium, but may be a form that enables execution by temporarily storing the program and data downloaded via a communication line or the like in an internal memory or the like, or a form that directly executes using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.

[0195] In addition, in this specification, expressions for comparing various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one ratio is "0%". For example, it also includes the case where one ratio is "0%" and the other ratio is "100%" or less than "100%".

[0196] (Description regarding the feature part 109SG) Next, the feature part 109SG (hereinafter abbreviated as this feature part 109SG) in the embodiment of the present invention will be described. FIG. 10-1 is a front view of the pachinko gaming machine 1 in this feature part 109SG. As shown in FIG. 10-1, in the pachinko gaming machine 1 of this feature part 109S, a movable body unit 109SG400 is provided between the game board 2 and the image display device 5 provided on the back side thereof.

[0197] As shown in Fig. 10-3(A), the movable unit 109SG400 has a base 109SG410. A first movable body 109SG401 is disposed at the center in the left-right width direction of the base 109SG410, a second movable body 109SG402L is disposed at the left part in the left-right width direction of the base 109SG410, and a third movable body 109SG402R is disposed at the right part in the left-right width direction of the base 109SG410.

[0198] The movable unit 109SG400 further includes a first movable body motor 109SG421 for operating the first movable body 109SG401, a second movable body motor 109SG422 for operating the second movable body 109SG402L, and a third movable body motor 109SG423 for operating the third movable body 109SG402R. Therefore, the second movable body 109SG402L and the third movable body 109SG402R in this feature part 109SG can operate independently of the first movable body 109SG401. Also, a movable body LED 109SG495 is built in a predetermined position (for example, the upper position of the first movable body 109SG401) of the first movable body 109SG401.

[0199] Among the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R, the first movable body 109SG401 can move from a retracted position (see Fig. 10-3(A)), which is a position below the image display device 5, to a suggestion position (see Fig. 10-3(B)) above the retracted position and then to a production position (see Fig. 10-3(C)) above the suggestion position and also in front of the image display device 5, by driving the first movable body motor 109SG421.

[0200] The second movable body 109SG402L and the third movable body 109SG402R can move to positions close to the left and right of the first movable body 109SG401 at the production position (see Fig. 10-3(C)) from a retracted position (see Fig. 10-3(A)), which is a position below the image display device 5, by driving the second movable body motor 109SG422 and the third movable body motor 109SG423.

[0201] Still, in the feature section 109SG, as shown in FIGS. 10-3(A) to 10-3(C), the state in which the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are all in the retracted positions is defined as the first state of the movable body unit 109SG400. The state in which the first movable body 109SG401 is in the suggestive position while the second movable body 109SG402L and the third movable body 109SG402R are in the retracted positions is defined as the second state of the movable body unit 109SG400. The state in which the first movable body 109SG401 is in the effect position and the second movable body 109SG402L and the third movable body 109SG402R are in the positions adjacent to the left and right of the first movable body 109SG401 in the effect position is defined as the third state of the movable body unit 109SG400.

[0202] FIG. 10-4(A) is an explanatory diagram showing an example of the content of the effect control command used in the feature section 109SG. The effect control command has, for example, a two-byte configuration. The first byte indicates MODE (classification of the command), and the second byte represents EXT (type of the command). The leading bit (bit 7) of the MODE data is always set to "1", and the leading bit of the EXT data is set to "0". Note that the command format shown in FIG. 10-4(A) is just an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be 1 or a plurality of three or more.

[0203] In the example shown in FIG. 10-4(A), command 8001H is a first variable display start command that designates the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. Command 8002H is a second variable display start command that designates the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. Command 81XXH is a variable pattern designation command that designates a variable pattern (variable time (variable display time)), such as a decorative symbol (also referred to as a production symbol) that is variably displayed in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right" in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and it may be any value arbitrarily set according to the instruction content by the production control command. Note that in the variable pattern designation command, different EXT data is set according to the designated variable pattern and the like.

[0204] Command 8CXXH is a variable display result designation command, which is a production control command that designates the variable display result of a special symbol, a decorative symbol, or the like. In the variable display result designation command, for example, as shown in FIG. 10-4(B), different EXT data is set according to the determination result (pre-determined result) as to whether the variable display result (also referred to as a variable display result) is "a loss" or "a big win" or "a small win", or the determination result (big win type determination result) as to which of a plurality of types of big win types the variable display result will be when it is "a big win".

[0205] In the variable display result specification command, for example, as shown in FIG. 10-4(B), command 8C00H is the first variable display result specification command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is the second variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain change big win A" and the big win type determination result. Command 8C02H is the third variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain change big win B" and the big win type determination result. Command 8C03H is the fourth variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain change big win C" and the big win type determination result. Command 8C04H is the fifth variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "non-certain change big win" and the big win type determination result. Command 8C05H is the sixth variable display result specification command for notifying a pre-determined result that the variable display result is "small win".

[0206] Command 8F00H is a symbol determination command that specifies the stoppage (confirmation) of symbol variation in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5. Command 95XXH is a game state specification command that specifies the current game state in the pachinko machine 1. In the game state specification command, for example, different EXT data is set according to the current game state in the pachinko machine 1. As a specific example, command 9500H is set as the first game state specification command corresponding to a game state (low probability low base state, normal state) in which neither time shortening control nor probability variation control is performed, and command 9501H is set as the second game state specification command corresponding to a game state (low probability high base state, time shortening state) in which time shortening control is performed while probability variation control is not performed. Also, command 9502H is set as the third game state specification command corresponding to a game state (high probability low base state, probability variation state without time shortening) in which probability variation control is performed while time shortening control is not performed, and command 9503H is set as the fourth game state specification command corresponding to a game state (high probability high base state, probability variation state with time shortening) in which both time shortening control and probability variation control are performed.

[0207] Command A0XXH is a winning start specification command (also referred to as a "fanfare command") that specifies the display of a production image indicating the start of a big win game or a small win game. Command A1XXH is a big winning opening notification command that notifies that it is a period during which the big winning opening is in an open state in the big win game state. Command A2XXH is a big winning opening after notification command that notifies that it is a period during which the big winning opening changes from an open state to a closed state in the big win game state. Command A3XXH is a winning end specification command that specifies the display of a production image at the end of a big win game or a small win game.

[0208] In the winning start specification command and the winning end specification command, for example, different EXT data may be set according to the pre-determined result and the jackpot type determination result by setting EXT data similar to the variable display result specification command. Alternatively, in the winning start specification command and the winning end specification command, the correspondence between the pre-determined result and the jackpot type determination result and the EXT data to be set may be made different from the correspondence in the variable display result specification command. In the big winning opening notification command and the big winning opening after notification command, for example, different EXT data are set corresponding to the number of times of execution of rounds (for example, "1" to "10") in the normal big winning state and the high-speed big winning state described later.

[0209] Command B100H is a first start port winning designation command for notifying that the first start condition for executing a special symbol game using the first special symbol in the first special symbol display device 4A is satisfied based on the fact that a game ball that has passed (entered) through the first start winning port formed by the winning ball device 6A is detected by the first start port switch 22A and a start winning (first start winning) has occurred. Command B200H is a second start port winning designation command for notifying that the second start condition for executing a special symbol game using the second special symbol in the second special symbol display device 4B is satisfied based on the fact that a game ball that has passed (entered) through the second start winning port formed by the variable winning ball device 6B is detected by the second start port switch 22B and a start winning (second start winning) has occurred.

[0210] Command C1XXH is the first reserved memory number notification command that notifies the first special figure reserved memory number in order to identify the special figure reserved memory number. Command C2XXH is the second reserved memory number notification command that notifies the second special figure reserved memory number in order to identify the special figure reserved memory number. The first reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, a game ball passes (enters) through the first start winning opening and the first start condition is satisfied, and the first start opening winning designation command is transmitted. The second reserved memory number notification command is transmitted from the main board 11 to the effect control board 12 when, for example, a game ball passes (enters) through the second start winning opening and the second start condition is satisfied, and the second start opening winning designation command is transmitted. Also, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to, for example, the start of execution of the special figure game when either the first start condition or the second start condition is satisfied (when the reserved memory number decreases).

[0211] Instead of the first reserved memory number notification command and the second reserved memory number notification command, a total reserved memory number notification command that notifies the total reserved memory number may be transmitted. That is, a total reserved memory number notification command for notifying an increase (or decrease) in the total reserved memory number may be used.

[0212] Commands C4XXH and C6XXH are effect control commands (winning determination result designation commands) that indicate the content of the winning determination result. Among these, command C4XXH is a symbol designation command that indicates, as the winning determination result, whether the variable display result is a "big win" or not, the determination result of the big win type (probability variable or non-probability variable), and that it is a small win. Also, command C6XXH is a variation category command that indicates, as the winning determination result, the determination result of whether the random number value for variation pattern determination is any of the variation patterns of "non-reach", "super reach", or "other".

[0213] The commands shown in Fig. 10-4(A) are just examples. It is also possible not to have some of these commands, or to use different commands instead of these, or to add commands different from these. For example, a prize ball number notification command for specifying the number of prize balls paid out based on the fact that a game ball has won in each winning opening, a gate passage notification command for notifying that a game ball has passed through the passage gate 41, a notification command for notifying the remaining number of times when probability variable control or time shortening control is executed, etc. may be provided.

[0214] Fig. 10-5 is an explanatory diagram illustrating random values counted on the side of the main board 11. As shown in Fig. 10-5, in this feature part 109SG, on the side of the main board 11, numerical data indicating each of the random values MR1 for special figure display result determination, random value MR2 for big win type determination, random value MR3 for variation pattern determination, and random value MR4 for normal figure display result determination is controlled to be countable. Incidentally, in order to enhance the game effect, random values other than these may be used. The random numbers used to control the progress of such games are also called game random numbers.

[0215] The random number circuit 104 only needs to be able to count numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as the random counter provided in the game control counter setting part 109SG154 shown in Fig. 10-10, and update various numerical data by software to count the numerical data indicating some of the random values MR1 to MR4.

[0216] The random value MR1 for determining the special figure display result is a random value used to determine whether to control the variable display result such as a special symbol in the special figure game to the jackpot game state with the jackpot, and takes values in the range of, for example, "1" to "65536". The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to one of "certain variable jackpot A", "certain variable jackpot B", "certain variable jackpot C", and "non-certain variable jackpot" when the variable display result is the jackpot, and takes values in the range of, for example, "1" to "100".

[0217] The random value MR3 for determining the variation pattern is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol to one of a plurality of types prepared in advance, and takes values in the range of, for example, "1" to "997".

[0218] The random value MR4 for determining the normal figure display result is a random value used to make a determination such as whether to consider the variable display result in the normal figure game by the normal figure display 20 as a "normal figure win" or a "normal figure loss", and takes values in the range of, for example, "3" to "13".

[0219] FIG. 10-6(A) shows a configuration example of the special figure display result determination table 1 stored in the ROM 101. In this feature unit 109SG, a common special figure display result determination table is used for the first special figure and the second special figure as the special figure display result determination table, but the present invention is not limited to this, and individual special figure display result determination tables may be used for the first special figure and the second special figure.

[0220] The special figure display result determination table 1 is a table referred to for determining whether to control the variable display result to the jackpot game state with the jackpot based on the random value MR1 for determining the special figure display result before the determined special symbol that becomes the variable display result is derived and displayed in the special figure game using the first special figure by the first special symbol display device 4A or the special figure game using the second special figure by the second special symbol display device 4B.

[0221] In the special figure display result determination table 1 in the feature section 109SG, according to whether the game state in the pachinko machine 1 is in the normal state or the time-limited state (low probability state), or the probability-variable state (high probability state), the numerical value (determination value) compared with the random number value MR1 for special figure display result determination is assigned to the special figure display results of "big win" or "loss".

[0222] In the special figure display result determination table 1, the table data indicating the determination value compared with the random number value MR1 for special figure display result determination is the determination data assigned to the determination result of whether to control the big win game state with the special figure display result as "big win". In the special figure display result determination table 1 in the feature section 109SG, when the game state is in the probability-variable state (high probability state), more determination values are assigned to the special figure display result of "big win" than when it is in the normal state or the time-limited state (low probability state). As a result, in the probability-variable state (high probability state) where probability-variable control is performed in the pachinko machine 1, compared with the probability (about 1 / 300 in this feature section 109SG) of determining to control the special figure display result as "big win" and entering the big win game state when it is in the normal state or the time-limited state (low probability state), the probability of determining to control the special figure display result as "big win" and entering the big win game state becomes higher (about 1 / 30 in this feature section 109SG). That is, in the special figure display result determination table 1, the determination data is assigned to the determination result of whether to control the big win game state so that the probability of determining to control the big win game state is higher when the game state in the pachinko machine 1 is in the probability-variable state (high probability state) than when it is in the normal state or the time-limited state.

[0223] Also, Fig. 10-6(B) shows a configuration example of the special figure display result determination table 2 stored in the ROM101. The special figure display result determination table 2 is a table referred to for determining whether to control the variable display result as "small win" and enter the small win game state based on the random number value MR1 for special figure display result determination before the definite special symbol, which is the variable display result, is derived and displayed in the special figure game using the first special symbol by the first special symbol display device 4A or the special figure game using the second special symbol by the second special symbol display device 4B.

[0224] In the special drawing display result determination table 2 in the feature unit 109SG, regardless of whether the game state in the pachinko game machine 1 is the normal state or the time-saving state (low probability state) or the probability-variable state (high probability state), the numerical value (determination value) compared with the random number value MR1 for special drawing display result determination is assigned to the special drawing display result of "small win".

[0225] In the special drawing display result determination table 2, the table data indicating the determination value compared with the random number value MR1 for special drawing display result determination is the determination data assigned to the determination result of whether to control the small win game state with the special drawing display result as "small win". In the special drawing display result determination table 2 in the feature unit 109SG, the number of determination values assigned to "small win" is different between the case of the first special drawing game and the case of the second special drawing. Specifically, in the case of the first special drawing game, a determination value is assigned to "small win", but in the case of the second special drawing game, no determination value is assigned to "small win". Therefore, as will be described later, the variable display of the second special drawing is executed with priority over the variable display of the first special drawing, and when the time-saving control is executed and a winning occurs in the second start winning opening formed by the variable winning ball device 6B and the variable display of the second special drawing is frequently executed in the high base state, "small win" hardly occurs. In the high base state where the game ball easily enters the second start winning opening formed by the variable winning ball device 6B, it is possible to prevent the occurrence of "small win" where a large number of game balls cannot be obtained and the game interest decreases.

[0226] Fig. 10-7(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. The jackpot type determination table in the present feature unit 109SG is a table referred to for determining one of a plurality of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special figure display result is "jackpot" and the game is controlled to the jackpot game state. In the jackpot type determination table, depending on whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special symbol display device 4A) or the second special figure (the special figure game by the second special symbol display device 4B), the numerical value (determination value) to be compared with the random number value MR2 for jackpot type determination is assigned to a plurality of jackpot types such as "non-probability-variable jackpot", "probability-variable jackpot A", "probability-variable jackpot B", and "probability-variable jackpot C".

[0227] Here, regarding the jackpot type in the present feature unit 109SG, explaining with reference to Fig. 10-7(B), in the present feature unit 109SG, as the jackpot type, there are "probability-variable jackpot A" and "probability-variable jackpot B" in which high-probability control and time-shortening control are executed after the end of the jackpot game state and the game shifts to the high-probability high-base state, "probability-variable jackpot C" in which high-probability control is executed but time-shortening control is not executed after the end of the jackpot game state and the game shifts to the high-probability low-base state, and "non-probability-variable jackpot" in which only time-shortening control is executed after the end of the jackpot game state and the game shifts to the low-probability high-base state.

[0228] The jackpot gaming state by "Sure-Variable Jackpot A" is a normal open jackpot where the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state by "Sure-Variable Jackpot B" is a normal open jackpot where the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 5 times (so-called 5 rounds). And the jackpot gaming state by "Sure-Variable Jackpot C" is a normal open jackpot where the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Also, the jackpot gaming states by "Sure-Variable Jackpot C" and "Non-Sure-Variable Jackpot" are normal open jackpots where the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Therefore, "Sure-Variable Jackpot A" may be called a 10-round (10R) sure-variable jackpot, "Sure-Variable Jackpot B" may be called a 5-round (5R) sure-variable jackpot, and "Sure-Variable Jackpot C" may be called a 2-round (2R) sure-variable jackpot.

[0229] Also, although not particularly illustrated, in the small jackpot gaming state in this feature part 109SG, the special variable winning ball device 7 changes to the first state advantageous to the player twice, and the opening time is 0.1 seconds. Note that after the small jackpot game ends, the gaming state immediately before the small jackpot game is taken over.

[0230] The high-probability control and time-shortening control executed after the end of the jackpot gaming state of the sure-variable jackpot continue to be executed until another jackpot occurs after the end of the jackpot gaming state. Therefore, if the jackpot that occurs again is a sure-variable jackpot, the high-probability control and time-shortening control are executed again after the end of the jackpot gaming state, so that the jackpot gaming states occur continuously without passing through the normal state, so-called consecutive winning state.

[0231] On the other hand, the short-time control executed after the end of the jackpot game state due to the "non-probability variable jackpot" ends when a specific number of special figure games (100 times in this specific feature section 109SG) are executed, or when the jackpot game state is entered before the specific number of special figure games are executed.

[0232] In the setting example of the jackpot type determination table shown in FIG. 10-7(A), depending on whether the variably displayed special figure is the first special figure or the second special figure, the allocation of determination values for the jackpot types of "probability variable jackpot A", "probability variable jackpot B", "probability variable jackpot C", and "non-probability variable jackpot" is different. That is, when the variably displayed special figure is the first special figure, a determination value within a predetermined range (values in the range of "81" to "100") is allocated to the jackpot types of "probability variable jackpot B" and "probability variable jackpot C" with fewer rounds. On the other hand, when the variably displayed special figure is the second special figure, no determination value is allocated to the jackpot types of "probability variable jackpot B" and "probability variable jackpot C". With such a setting, when determining the jackpot type to be one of multiple types based on the establishment of the first start condition for starting the special figure game using the first special figure by the first special symbol display device 4A, and when determining the jackpot type to be one of multiple types based on the establishment of the second start condition for starting the special figure game using the second special figure by the second special symbol display device 4B, the ratio of determining the jackpot type to "probability variable jackpot B" or "probability variable jackpot C" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, it is determined that the jackpot type will not be controlled to the normal large win state or the high-speed large win state with fewer rounds as "probability variable jackpot B" or "probability variable jackpot C". Therefore, for example, in a game state where it is easy for game balls to enter the second start winning opening formed by the variable winning ball device 6B due to the high-opening control associated with the short-time control, it is possible to prevent the frequent occurrence of a large win state with few winning balls obtained, thereby preventing the decline of the game interest.

[0233] In the setting example of the jackpot type determination table shown in FIG. 10-7(A), since the assignment of the determination value for the "non-progressive" jackpot type is the same regardless of whether it is the special figure game of the first special figure or the second special figure, the probability of a non-progressive jackpot and the probability of a progressive jackpot are the same regardless of whether it is the special figure game of the first special figure or the second special figure.

[0234] Therefore, as described above, in response to the assignment of the determination value for "progressive jackpot B" or "progressive jackpot C" being different depending on whether it is the special figure game of the first special figure or the second special figure, the assignment of the determination value for "progressive jackpot A" is also different depending on whether it is the special figure game of the first special figure or the second special figure. For "progressive jackpot A" with a large number of rounds, it is set so that it is more likely to be determined when it is the special figure game of the second special figure than when it is the special figure game of the first special figure.

[0235] In addition, even when it is the special figure game of the second special figure, a determination value within a predetermined range different from that in the case of the special figure game of the first special figure may be assigned to the jackpot type of "progressive jackpot B" or "progressive jackpot C". For example, when it is the special figure game of the second special figure, a smaller determination value than in the case of the special figure game of the first special figure may be assigned to the jackpot type of "progressive jackpot B" or "progressive jackpot C". Alternatively, regardless of whether it is the special figure game of the first special figure or the second special figure, common table data may be referred to for determining the jackpot type.

[0236] FIG. 10-8 shows the variation patterns in the feature section 109SG. In the feature section 109SG, among the cases where the variable display result is "miss", corresponding to each of the cases where the variable display mode of the decorative pattern is "non-reach" and "reach", and also corresponding to the cases where the variable display result is "big win" or "small win", a plurality of variation patterns are prepared in advance. Note that the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also referred to as "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also referred to as "reach miss variation pattern"). Also, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the case where the variable display result is "big win" is called a big win variation pattern.

[0237] Among the big win variation patterns and the reach variation patterns, there are a normal reach variation pattern in which the reach effect of normal reach is executed and a super reach variation pattern in which the reach effect of super reach is executed. Note that in the feature section 109SG, only one type of normal reach variation pattern is provided, but the present invention is not limited to this, and a plurality of normal reach variation patterns such as normal reach α, normal reach β,... may be provided.

[0238] Note that the variation patterns in the feature section 109SG also include a special win variation pattern (PC1-1) corresponding to the case where the variable display result is "small win" or the variable display result is "big win" and the big win type is "certain variable big win C".

[0239] As shown in FIG. 10-8, the variable display time of the special diagram of the normal reach variation pattern in which the reach effect of normal reach is executed in the feature section 109SG is set shorter than that of the super reach variation pattern.

[0240] Also, in this feature unit 109SG, as will be described later, instead of determining the type of these variation patterns first, such as the non-reach type, the normal reach type, the super reach type, etc., and then determining the variation pattern to be executed from the variation patterns belonging to the determined type, only the random number value MR3 for variation pattern determination is used to determine without determining these types. However, the present invention is not limited to this. For example, in addition to the random number value MR3 for variation pattern determination, a random number value for variation pattern type determination may be provided, and the type of the variation pattern may be determined first from these random number values for variation pattern type determination, and then the variation pattern to be executed from the variation patterns belonging to the determined type may be determined.

[0241] FIG. 10-9 is an explanatory diagram of a method for determining a variation pattern in this feature unit 109SG. In this feature unit 109SG, the variation pattern determination table to be selected is varied according to the display result of the variable display to be executed and the number of items held in memory.

[0242] Specifically, as shown in FIG. 10-9, when the variable display result is a non-probabilistic jackpot, the jackpot variation pattern determination table A is selected, and using this jackpot variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α2 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β2 jackpot).

[0243] Also, when the variable display result is a probabilistic jackpot, the jackpot variation pattern determination table A is selected, and using this jackpot variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α2 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β2 jackpot).

[0244] Still, as shown in FIG. 10-9, in the big-win variable pattern determination table A and the big-win variable pattern determination table B, the number of assigned determination values for PB1-1 is the same, while the number of assigned determination values for PB1-2, PB1-3, PB1-4, and PB1-5 is different. Specifically, in the big-win variable pattern determination table A, 2 determination values are assigned to PB1-1, 45 determination values are assigned to PB1-2, 150 determination values are assigned to PB1-3, 300 determination values are assigned to PB1-4, and 500 determination values are assigned to PB1-5. On the other hand, in the big-win variable pattern determination table B, 2 determination values are assigned to PB1-1, 30 determination values are assigned to PB1-2, 135 determination values are assigned to PB1-3, 315 determination values are assigned to PB1-4, and 515 determination values are assigned to PB1-5. That is, in this feature unit 109SG, when the variable display result is a certain big win, the variable pattern is determined to be PB1-4 or PB1-5, which is the variable pattern of super reach β1, β2, at a higher rate than when the variable display result is a non-certain big win. Therefore, it is possible to draw the player's attention to the variable pattern in the variable display.

[0245] Also, when the variable display result is a small win, the variable pattern determination table for special wins is selected, and the variable pattern is determined to be PC1-1 (the variable pattern for special wins) using the variable pattern determination table for special wins. That is, in this feature unit 109SG, since the variable display is executed with the same variable pattern when the variable display result is a certain big win C and when it is a small win, it is difficult for the player to specify whether the variable display result is a certain big win C or a small win from the variable pattern.

[0246] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories in the variable special figure is 2 or less, the loss variable pattern determination table A is selected, and the variable pattern is determined from PA1-1 (the variable pattern of non-reach loss), PA2-1 (the variable pattern of normal reach loss), PA2-2 (the variable pattern of super reach α1 loss), PA2-3 (the variable pattern of super reach α2 loss), PA2-4 (the variable pattern of super reach β1 loss), and PA2-5 (the variable pattern of super reach β2 loss) using the loss variable pattern determination table A.

[0247] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories in the variable special figure is 3, the loss variable pattern determination table B is selected, and the variable pattern is determined from PA1-2 (the shortened variable pattern of non-reach loss), PA2-1 (the variable pattern of normal reach loss), PA2-2 (the variable pattern of super reach α1 loss), PA2-3 (the variable pattern of super reach α2 loss), PA2-4 (the variable pattern of super reach β1 loss), and PA2-5 (the variable pattern of super reach β2 loss) using the loss variable pattern determination table B.

[0248] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories in the variable special figure is 4, the loss variable pattern determination table C is selected, and the variable pattern is determined from PA1-3 (the shortened variable pattern of non-reach loss), PA2-1 (the variable pattern of normal reach loss), PA2-2 (the variable pattern of super reach α1 loss), PA2-3 (the variable pattern of super reach α2 loss), PA2-4 (the variable pattern of super reach β1 loss), and PA2-5 (the variable pattern of super reach β2 loss) using the loss variable pattern determination table C.

[0249] Also, when the variable display result is "off" in the time-saving state (high-base state), select the off-variable pattern determination table D, and use the off-variable pattern determination table D to determine the variable patterns as PA1-4 (shortened variable pattern for time-saving in non-reach off), PA2-1 (variable pattern for normal reach off), PA2-2 (variable pattern for super reach α1 off), PA2-3 (variable pattern for super reach α2 off), PA2-4 (variable pattern for super reach β1 off), and PA2-5 (variable pattern for super reach β2 off).

[0250] That is, when the variable display result in this feature unit 109SG is "off", based on the fact that the number of reserved memories in the variable display figure is 3, 4, etc., or that it is in the time-saving state, the variable display time of the special figure is shorter than the variable pattern of normal non-reach off (PA1-1). Therefore, the ratio of variable display executed by the shortened variable patterns (PA1-2, PA1-3, PA1-4) is higher, preventing the game from being prolonged and making it possible to shorten the period until the next variable display result becomes a big win.

[0251] As shown in FIGS. 10-28 to 10-35, the variable display of the super reach α1 in the feature section 109SG (the variable display of the variation patterns PA2-2 and PB1-2) has a special figure variable display time of 40 seconds and is a variable display that executes a battle performance between the ally character A and the enemy character A as the reach effect of the super reach. The variable display of the super reach α2 (the variable display of the variation patterns PA2-3 and PB1-3) has a special figure variable display time of 50 seconds and is a variable display that executes a battle performance between the ally character A and the enemy character B as the reach effect of the super reach. The variable display of the super reach β1 (the variable display of the variation patterns PA2-4 and PB1-4) has a special figure variable display time of 60 seconds and is a variable display that executes a battle performance between the ally character A and the enemy character A as the reach effect of the super reach. The variable display of the super reach β2 (the variable display of the variation patterns PA2-5 and PB1-5) has a special figure variable display time of 60 seconds and is a variable display that executes a battle performance between the ally character A and the enemy character A as the reach effect of the super reach.

[0252] And as shown in FIG. 10-9, as the big win expectancy of each variable display in the feature section 109SG, the big win expectancy of the super reach β2 is set to be the highest, and thereafter, the big win expectancies are set in descending order as super reach β1, super reach α2, super reach α1, normal reach, non-reach (big win expectancies in each variable display in the feature section 109SG: super reach β2 > super reach β1 > super reach α2 > super reach α1 > normal reach > non-reach).

[0253] That is, focusing on the variable display of the super reach, in the feature section 109SG, the big win expectancy varies depending on the combination of whether the ally character displayed as the battle performance (the reach effect of the super reach) is ally character A or ally character B, and whether the enemy character displayed as the battle performance (the reach effect of the super reach) is enemy character A or enemy character B.

[0254] In the RAM 102 in the feature unit 109SG, there is provided a game control data holding area 109SG150 as shown in FIG. 10-10, for example, as an area for holding various data used for controlling the progress of the game in the pachinko game machine 1. The game control data holding area 109SG150 shown in FIG. 10-10 includes a first special figure hold memory unit 109SG151A, a second special figure hold memory unit 109SG151B, a general figure hold memory unit 109SG151C, a game control flag setting unit 109SG152, a game control timer setting unit 109SG153, a game control counter setting unit 109SG154, and a game control buffer setting unit 109SG155.

[0255] The first special figure hold memory unit 109SG151A stores hold data of a special figure game (a special figure game using the first special figure in the first special figure display device 4A) that has not yet started although a first start winning (a first start winning) has occurred when a game ball has passed (entered) through the first start winning opening formed by the winning ball device 6A. As an example, the first special figure hold memory unit 109SG151A associates a hold number with the order of winning (detection order of the game ball) at the first start winning opening, and stores, as hold data, numerical data such as a random number value MR1 for determining the special figure display result, a random number value MR2 for determining the jackpot type, and a random number value MR3 for determining the variation pattern, which are extracted from the random number circuit 104 or the like by the CPU 103 based on the establishment of the first start condition when the game ball passes (enters). The hold data stored in the first special figure hold memory unit 109SG151A in this way indicates that the execution of the special figure game using the first special figure is on hold, and serves as hold information that enables determination of whether or not a jackpot occurs based on the variable display result (special figure display result) in this special figure game.

[0256] The second special figure reservation memory unit 109SG151B stores reservation data for a special figure game (a special figure game using the second special figure in the second special figure display device 4B) that has not yet started although a start winning (second start winning) has occurred when a game ball has passed through (entered) the second start winning opening formed by the variable winning ball device 6B. As an example, the second special figure reservation memory unit 109SG151B associates a reservation number with the order of winning at the second start winning opening (the detection order of game balls), and based on the establishment of the second start condition when the game ball passes through (enters), numerical data such as the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern, which are extracted from the random number circuit 104 etc. by the CPU 103, are used as reservation data and stored until the number reaches a predetermined upper limit value (for example, "4"). In this way, the reservation data stored in the second special figure reservation memory unit 109SG151B indicates that the execution of the special figure game using the second special figure is reserved, and becomes reservation information that enables determination of whether it becomes a jackpot etc. based on the variable display result (special figure display result) in this special figure game.

[0257] In addition, the reservation information (first reservation information) based on the establishment of the first start condition due to a game ball passing through (entering) the first start winning opening and the reservation information (second reservation information) based on the establishment of the second start winning due to a game ball passing through (entering) the second start winning opening may be stored in a common reservation memory unit in association with a reservation number. In this case, start opening data indicating which of the first start winning opening and the second start winning opening the game ball has passed through (entered) may be included in the reservation information and stored in association with the reservation number.

[0258] The general pattern hold memory unit 109SG151C stores hold information for a general pattern game that has not yet been started by the general pattern display 20, even though a game ball that has passed through the passage gate 41 has been detected by the gate switch 21. For example, the general pattern hold memory unit 109SG151C stores, in association with a hold number in the order in which the game balls pass through the passage gate 41, numerical data indicating a random number value MR4 for determining the general pattern display result extracted from a random number circuit 104 or the like by the CPU 103 based on the passage of the game ball as hold data until the number reaches a predetermined upper limit value (for example, "4").

[0259] The game control flag setting unit 109SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko gaming machine 1. For example, for each of the plurality of types of flags in the game control flag setting unit 109SG152, data indicating the value of the flag and data indicating the on state or off state are stored.

[0260] The game control timer setting unit 109SG153 is provided with various timers used to control the progress of the game in the pachinko gaming machine 1. For example, the game control timer setting unit 109SG153 stores data indicating the timer values for each of the plurality of types of timers.

[0261] The game control counter setting unit 109SG154 is provided with a plurality of types of counters for counting count values used to control the progress of the game in the pachinko gaming machine 1. For example, the game control counter setting unit 109SG154 stores data indicating the count values for each of the plurality of types of counters. Here, the game control counter setting unit 109SG154 may be provided with a random counter for the CPU 103 to count some or all of the game random numbers in a software-updatable manner.

[0262] In the random counter of the game control counter setting unit 109SG154, numerical data indicating random values not generated by the random number circuit 104, for example, random values MR2 to MR4, is stored as a random count value, and according to the execution of software by the CPU 103, the numerical data indicating each random value is updated periodically or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing predetermined processing such as scrambling processing or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.

[0263] The game control buffer setting unit 109SG155 is provided with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 109SG155 stores data indicating buffer values in each of a plurality of types of buffers.

[0264] In the RAM 122 mounted on the effect control board 12, an effect control data holding area 109SG190 as shown in FIG. 10-11(A) is provided as an area for holding various data used to control the effect operation. The effect control data holding area 109SG190 shown in FIG. 10-11(A) includes an effect control flag setting unit 109SG191, an effect control timer setting unit 109SG192, an effect control counter setting unit 109SG193, and an effect control buffer setting unit 109SG194.

[0265] The effect control flag setting unit 109SG191 is provided with a plurality of types of flags whose states can be updated according to, for example, the effect operation state such as the display state of the effect image on the screen of the image display device 5 or the effect control command transmitted from the main board 11. For example, the effect control flag setting unit 109SG191 stores data indicating the value of each of the plurality of types of flags and data indicating the on state or the off state.

[0266] The production control timer setting unit 109SG192 is provided with a plurality of types of timers used to control the progress of various production operations such as the display operation of production images on the screen of the image display device 5. For example, data indicating the timer values for each of the plurality of types of timers is stored in the production control timer setting unit 109SG192.

[0267] The production control counter setting unit 109SG193 is provided with a plurality of types of counters used to control the progress of various production operations. For example, data indicating the count values for each of the plurality of types of counters is stored in the production control counter setting unit 109SG193.

[0268] The production control buffer setting unit 109SG194 is provided with various buffers for temporarily storing data used to control the progress of various production operations. For example, data indicating the buffer values for each of the plurality of types of buffers is stored in the production control buffer setting unit 109SG194.

[0269] In the feature section 109SG, data constituting the reception command buffer 109SG194A at the time of starting winning, as shown in FIGS. 10-11(B), is stored in a predetermined area of the effect control buffer setting unit 109SG194. The reception command buffer 109SG194A at the time of starting winning is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4"), and a storage area corresponding to the first special figure being variably displayed (area corresponding to buffer number "1-0"). Further, the reception command buffer 109SG194A at the time of starting winning is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4"), and a storage area corresponding to the second special figure being variably displayed (area corresponding to buffer number "2-0"). When there is a starting winning at the first starting winning opening or the second starting winning opening, four commands, namely, a starting winning opening designation command (the first starting winning opening designation command or the second starting winning opening designation command), a symbol designation command, a variation category designation command, and a reserved memory number notification command (the first reserved memory number notification command or the second reserved memory number notification command), are transmitted as a set from the main board 11 to the effect control board 12. Storage areas (entries) for storing these starting winning opening designation commands, symbol designation commands, variation category designation commands, and reserved memory number notification commands in association with each other and dividing them into the first special figure reserved memory and the second special figure reserved memory are secured in the storage areas corresponding to the first special figure reserved memory and the second special figure reserved memory in the reception command buffer 109SG194A.

[0270] When the start condition is satisfied and the variable display of the topmost reserved memory (buffer number "1-1" or buffer number "2-1") starts, the stored contents of these storage areas (entries) are shifted one by one upward as described later. Also, the stored contents of buffer number "1-0" or buffer number "2-0" that store the contents of the reserved memory for which the start condition has been satisfied are cleared in the waiting process per special figure that is executed when the variable display ends.

[0271] Furthermore, in the start winning reception command buffer 109SG194A of the feature unit 109SG, a holding display flag in which a flag value corresponding to the display pattern (display mode) of the holding memory display is set is stored in association with each buffer number corresponding to the first special figure holding memory and the second special figure holding memory so that it can be stored. A storage area is secured for each storage area (entry).

[0272] In addition, in the holding display flag, when the execution of the preview production is not determined in the preview setting process described later, "0" corresponding to the display pattern of the normal holding memory display is stored, so that the holding memory display in the normal display mode (for example, white ○) is provided at the lower part of the image display device 5. It is displayed in the first holding memory display area 109SG005D and the second holding memory display area 109SG005U. When the execution of the preview production is determined, "1" (diamond (◇)) or "2" (star (☆)) corresponding to the display pattern of the holding memory display in a special mode different from the normal display mode (for example, diamond (◇) or star (☆)) is set, so that the holding memory display in a special mode different from the normal display mode is displayed in the first holding memory display area 109SG005D and the second holding memory display area 109SG005U. In the variable display corresponding to the holding memory display, it is announced that there is a high possibility of a jackpot or a super reach.

[0273] When the dedicated CPU 120 for the performance system wins a start prize at the first start prize winning port, it stores the command starting from the head (the entry with the youngest buffer number) in the empty entry corresponding to the first special drawing reserved memory of the start prize reception command buffer 109SG194A. When winning a start prize at the second start prize winning port, it stores the command starting from the head (the entry with the youngest buffer number) in the empty entry corresponding to the second special drawing reserved memory of the start prize reception command buffer 109SG194A. At the time of winning a start prize, commands from the start port winning designation command to the reserved memory number notification command are sequentially transmitted. Therefore, when a command is received, it is stored in the storage areas corresponding to the last digits "1" to "4" of the buffer number corresponding to the first special drawing reserved memory or the second special drawing reserved memory in the order of the start port winning designation command, the symbol designation command, the variable category designation command, and the reserved memory number notification command.

[0274] The commands stored in the start prize reception command buffer 109SG194A shown in FIG. 10-11(B) are deleted for the entries (entries with buffer numbers "1-0" or "2-0") corresponding to the reserved memory of the variable display that ended immediately before each time the variable display of the decorative symbol starts, and at the same time, the commands stored in the entries (entries corresponding to buffer numbers "1-1" or "2-1") corresponding to the reserved memory of the variable display that starts are stored, and the stored contents of the entries after the reserved memory of the variable display that starts are shifted. For example, when the variable display of the decorative symbol in the first special drawing reserved memory ends in the storage state shown in FIG. 10-11(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the areas corresponding to buffer numbers "3" and "4" is shifted to the areas corresponding to buffer numbers "2" and "3". Therefore, buffer number "0" becomes the area (entry) for storing each command related to the reserved memory that is being variably displayed at that time.

[0275] Next, the start winning determination process of the present feature unit 109SG executed in step S101 of FIG. 5 will be described based on FIGS. 10 to 12. In the start winning determination process, the CPU 103 first determines whether the first start port switch 22A is in an ON state based on a detection signal from the first start port switch 22A provided corresponding to the first start winning port formed by the winning ball device 6A (step 109SGS101a). At this time, if the first start port switch 22A is in an ON state (step 109SGS101a; Y), it is determined whether the first special figure reserved memory number, which is the reserved memory number of the special figure game using the first special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 109SGS102). The CPU 103 may identify the first special figure reserved memory number, for example, by reading the stored value of the first reserved memory number counter provided in the game control counter setting unit 109SG154. When the first special figure reserved memory number is not the upper limit value in step 109SGS102 (step 109SGS102; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 109SG155 is set to "1" (step 109SGS103).

[0276] When the first start port switch 22A is off at step 109SGS101a (step 109SGS101; N), or when the first special figure reserved memory number reaches the upper limit value at step 109SGS102 (step 109SGS102; Y), based on the detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B, it is determined whether the second start port switch 22B is in the on state (step 109SGS101b). At this time, if the second start port switch 22B is in the on state (step 109SGS101b; Y), it is determined whether the second special figure reserved memory number, which is the reserved memory number of the special figure game using the second special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 109SGS105). The CPU 103 may identify the second special figure reserved memory number, for example, 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 109SG154. When the second special figure reserved memory number is not the upper limit value at step 109SGS105 (step 109SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 109SG155 is set to "2" (step 109SGS106).

[0277] After executing either the process of step 109SGS103 or step 109SGS106, update so as to add 1 to the special figure retention count corresponding to the start port buffer value which is the stored value in the start port buffer (step 109SGS107). For example, when the start port buffer value is "1", add 1 to the first retention count value, while when the start port buffer value is "2", add 1 to the second retention count value. In this way, the first retention count value is updated so as to increase by 1 when the first start condition corresponding to the special figure game using the first special figure is satisfied as the game ball passes (enters) through the first start winning port. Also, the second retention count value is updated so as to increase by 1 when the second start condition corresponding to the special figure game using the second special figure is satisfied as the game ball passes (enters) through the second start winning port. At this time, update so as to also add 1 to the total retention count (step 109SGS108). For example, the total retention count value which is the stored value in the total retention count counter provided in the game control counter setting unit 109SG154 may be updated so as to add 1.

[0278] After executing the process of step 109SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for special figure display result determination, the random number value MR2 for jackpot type determination, and the random number value MR3 for variation pattern determination from among the numerical data updated by the random number circuit 104 and the random counter of the game control counter setting unit 109SG154 (step 109SGS109). The numerical data indicating each of the thus extracted random number values is stored by being set as retention information at the head of the empty entry in the special figure retention unit corresponding to the start port buffer value (step 109SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 is stored in the first special figure retention unit 109SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 is stored in the second special figure retention unit 109SG151B.

[0279] Numerical data indicating the random value MR1 for special symbol display result determination and the random value MR2 for jackpot type determination is used to determine whether the variable display result of the special symbol or the decorative symbol is a "jackpot", and further to determine the jackpot type when the variable display result is a "jackpot". The random value MR3 for variation pattern determination is used to determine the variation pattern including the variable display time of the special symbol or the decorative symbol. By executing the process of step 109SGS109, the CPU103 extracts numerical data indicating all of the random values used for determining the variable display mode including the variable display result and the variable display time of the special symbol or the decorative symbol.

[0280] Following the process of step 109SGS110, transmission setting of the start port winning designation command according to the start port buffer value is performed (step 109SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in the ROM101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, etc., to perform setting for transmitting the first start port winning designation command to the effect control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in the ROM101 is stored in the buffer area of the transmission command buffer, etc., to perform setting for transmitting the second start port winning designation command to the effect control board 12. The start port winning designation command set in this way is transmitted from the main board 11 to the effect control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0281] Following the processing of step 109SGS111, a winning random number value determination process is executed (step 109SGS112). Thereafter, for example, by storing the storage address of the pending storage number notification command table in the ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer, settings are made to transmit a pending storage number notification command to the effect control board 12 (step 109SGS113). The pending storage number notification command thus set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process is completed and the command control process of step S27 shown in FIG. 4 is executed.

[0282] After executing the processing of step 109SGS113, it is determined whether the start port buffer value is "1" (step 109SGS114). At this time, if the start port buffer value is "1" (step 109SGS114; Y), the start port buffer is cleared, its stored value is initialized to "0" (step 109SGS115), and then the process proceeds to step 109SGS104. On the other hand, when the start port buffer value is "2" (step 109SGS114; N), the start port buffer is cleared, its stored value is initialized to "0" (step 109SGS116), and the start winning process is terminated. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect a valid start winning of a game ball at the same time, the process based on the detection of both valid start winnings can be surely completed.

[0283] Figure 10-13(A) is a flowchart showing an example of the process executed in steps 109SGS112 of FIG. 10-12 as the winning random value determination process. In this feature section 109SG, when the variable display of the special symbol or the decorative symbol is started, a determination is made as to whether or not to control the special symbol display result (the variable display result of the special symbol) as a "big win" and enter the big win game state by the special symbol normal process (step S22 in FIG. 5, FIG. 10-11) described later. Also, in the variable pattern setting process (step S23 in FIG. 5, FIG. 10-12) described later, a determination of the variable pattern that specifically defines the variable display mode of the decorative symbol is made. On the other hand, apart from these determinations, at the timing when the game ball is detected at the start winning port (the first start winning port or the second start winning port), the CPU 103 executes the winning random value determination process of step 109SGS112, thereby making a determination as to whether or not it is determined that the big win symbol is stopped and displayed as the special symbol display result, and a determination as to whether or not the variable display mode of the decorative symbol becomes a predetermined display mode accompanied by a super reach. As a result, before the variable display of the special symbol or the decorative symbol based on the detection of the game ball entering the start winning port is started, that is, before it is determined whether or not to be a big win at the start of the variable display, it is determined whether or not the special symbol display result becomes a "big win" and which category of variable display mode the variable display mode of the decorative symbol becomes. Based on this determination result, as described later, a pre-announcement effect such as a pre-announcement effect is executed by the effect control CPU 120 or the like.

[0284] In the winning random value determination process shown in FIG. 10-13(A), the CPU 103 first identifies the current game state in the pachinko game machine 1 by, for example, checking the state of the time-saving flag or the probability variable flag provided in the game control flag setting unit 109SG152 or the like (step 109SGS121). When the probability variable flag is in the on state, the CPU 103 identifies that it is in the probability variable state. When the probability variable flag is off and the time-saving flag is in the on state, the CPU 103 identifies that it is in the time-saving state. When both the probability variable flag and the time-saving flag are off, the CPU 103 may identify that it is in the normal state.

[0285] Following the processing of step 109SGS121, select and set the special figure display result determination table 1 shown in FIG. 10-6 (step 109SGS122). Then, determine whether the numerical data indicating the random number value MR1 for special figure display result determination extracted in step 109SGS109 of FIG. 10-12 is within a predetermined jackpot determination range (step 109SGS123). In the jackpot determination range, the individual determination values assigned to the "jackpot" special figure display results in the special figure display result determination table 1 selected by the processing of step 109SGS122 are set, and the CPU 103 only needs to compare the random number value MR1 with each determination value one by one to determine whether there is a determination value that matches the random number value MR1. Alternatively, set the numerical values indicating the minimum value (lower limit value) and the maximum value (upper limit value) of the determination values included in the jackpot determination range, and the CPU 103 only needs to compare the random number value MR1 with the minimum value or the maximum value of the jackpot determination range to determine whether the random number value MR1 is within the range of the jackpot determination range. At this time, if it is determined that the random number value MR1 is within the range of the jackpot determination range, it can be determined that the variable display result based on the hold data including the random number value MR1 is determined to be "jackpot".

[0286] If it is determined in step 109SGS123 that it is not within the jackpot determination range, that is, if it is determined that there is no jackpot in the variable display (step 109SGS123; N), select and set the special figure display result determination table 2 shown in FIG. 10-6 (step 109SGS124). Then, determine whether the numerical data indicating the random number value MR1 for special figure display result determination extracted in step 109SGS109 of FIG. 10-12 is within a predetermined small win determination range (step 109SGS125).

[0287] When the numerical data indicating the random value MR1 is within a predetermined small win determination range, that is, when it is determined that a small win occurs in the variable display (step 109SGS125; Y), the transmission setting of the 6th symbol designation command, which is a symbol designation command corresponding to the variable display result being "small win", is executed (step 109SGS126), the variable pattern determination table for special wins is selected and set (step 109SGS127), and the process proceeds to step 109SGS138.

[0288] When the numerical data indicating the random value MR1 is not within the predetermined small win determination range, that is, when the variable display result is "loss" in the variable display, the transmission setting of the 1st symbol designation command, which is a symbol designation command corresponding to the variable display result being "loss", is executed (step 109SGS128), and it is determined whether the time shortening flag is in the ON state, that is, whether the current game state is a time shortening state (step 109SGS129). When the time shortening flag is OFF (step 109SGS129; N), the loss variable pattern determination table A is selected and set, and when the time shortening flag is in the ON state (step 109SGS129; Y), the loss variable pattern determination table D is selected and set (step 109SGS131). Incidentally, the loss variable pattern determination table A is a loss variable pattern determination table used when the number of reserved memories is 2 or less. Also, the loss variable pattern determination table D is a loss variable pattern determination table used when the game state is a high base state in which time shortening control is being executed.

[0289] In the present feature unit 109SG, in addition to the deviation variation pattern determination table A and the deviation variation pattern determination table D, a deviation variation pattern determination table B used when the number of reserved memories is 3 and a deviation variation pattern determination table C used when the number of reserved memories is 4 are prepared in advance. However, as shown in FIG. 10-9, among these deviation variation pattern determination tables A to C, in the deviation variation pattern determination table A, 600 determination values from 0 to 599 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. In the deviation variation pattern determination table B, 700 determination values from 0 to 699 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. In the deviation variation pattern determination table C, 800 determination values from 0 to 799 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. On the other hand, in the deviation variation pattern determination tables A to C, 97 determination values from 901 to 997 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for super-reach variation patterns.

[0290] Therefore, in step 109SGS126, by determining the variation pattern using the deviation variation pattern determination table A, the determination of non-reach and super-reach will always result in a non-reach or super-reach variation pattern even if the number of reserved memories changes after the determination. Therefore, in the determination at the start winning, the determination is made using the deviation variation pattern determination table A.

[0291] Also, when it is determined in step 109SGS123 that it is within the jackpot determination range, that is, when it is determined that it will be a jackpot during variable display (step 109SGS123; Y), as shown in FIG. 10-13(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 109SGS132). At this time, the CPU 103 selects the jackpot type determination table data for jackpot type determination from the table data constituting the jackpot type determination table according to the variable special diagram (the "first special diagram" corresponding to "1" or the "second special diagram" corresponding to "2") specified corresponding to the start port buffer value. Then, by referring to the selected jackpot type determination table data, it is determined which of the multiple types the jackpot type is determined to be.

[0292] Also, the symbol designation command corresponding to the determined jackpot type, that is, the second symbol designation command when it is a certain-variable jackpot A, the third symbol designation command when it is a certain-variable jackpot B, the fourth symbol designation command when it is a certain-variable jackpot C, and the fifth symbol designation command when it is a non-variable jackpot is transmitted and set (step 109SGS133). Then, it is determined whether the determined jackpot type is a non-certain-variable jackpot (step 109SGS134a). If the determined jackpot type is a non-certain-variable jackpot (step 109SGS134a; Y), the variable pattern determination table A for jackpot is selected and set as the table for determining the jackpot variation pattern (step 109SGS135), and the process proceeds to step 109SGS138.

[0293] Also, if the determined jackpot type is a certain-variable jackpot (step 109SGS134a; N), the variable pattern determination table B for jackpot is selected and set (step 109SGS136), and the process proceeds to step 109SGS138.

[0294] After executing any of the processes of step 109SGS127, step 109SGS130, step 109SGS131, step 109SGS135, and step 109SGS136, using each variation pattern determination table set in each of these steps and the numerical data indicating the random number value MR3 for variation pattern determination, a variation category corresponding to the range of determination values including the random number value MR3 is determined (step 109SGS138). In this feature unit 109SG, as shown in FIG. 10-13(B), at least when the variable display result is "off-target", regardless of the total number of reserved memories, there are a variation category that commonly becomes a variable display mode of "non-reach", a variation category that becomes a variable display mode of "super-reach", and a variation category of "others" that becomes a variable display mode other than "non-reach" and "super-reach" (for example, normal reach). Based on the random number value MR3, it is only necessary to determine whether it is determined to be such a variation category.

[0295] Thereafter, after setting to transmit a variation category designation command corresponding to the determination result by the process of step 109SGS138 to the effect control board 12 (step 109SGS132), the winning random number value determination process is terminated.

[0296] Next, the operation of the effect control board 12 will be described. FIG. 10-14 is a flowchart showing an example of the process executed in step S75 of FIG. 6 as command analysis processing. In the command analysis processing shown in FIG. 10-14, the effect control CPU 120 first determines whether there is a received command from the main board 11 transmitted via the relay board 15 by checking the stored content of the buffer for receiving effect control commands (step 109SGS221). At this time, if there is no received command (step 109SGS221; N), the command analysis processing is terminated.

[0297] If there is a received command in step 109SGS221 (step 109SGS221; Y), for example, by checking the MODE data of the received command, it is determined whether the received command is the first start port winning designated command (step 109SGS222).

[0298] If the received command is not the first start port winning designated command in step 109SGS222 (step 109SGS222; N), it is determined whether the received command is the second start port winning designated command (step 109SGS224).

[0299] If the received command is not the second start port winning designated command in step 109SGS224 (step 109SGS224; N), it is determined whether the received command is the pattern designated command (step 109SGS226). If the received command is not the pattern designated command in step 109SGS226 (step 109SGS226; N), it is determined whether the received command is the variable category command (step 109SGS227). If the received command is not the variable category command in step 109SGS227 (step 109SGS227; N), it is determined whether the received command is the first pending memory number notification command (step 109SGS228).

[0300] If the received command is not the first pending memory number notification command in step 109SGS228 (step 109SGS228; N), it is determined whether the received command is the second pending memory number notification command (step 109SGS230).

[0301] In step 109SGS222, if the received command is the first start port winning designation command (step 109SGS222; Y), or in step 109SGS224, if the received command is the second start port winning designation command (step 109SGS224; Y), in step 109SGS226, if the received command is the symbol designation command (step 109SGS226; Y), in step 109SGS227, if the received command is the variable category command (step 109SGS227; Y), in step 109SGS228, if the received command is the first pending storage number notification command (109SGS228; Y), or in step 109SGS230, if the received command is the second pending storage number notification command (step 109SGS230; Y), the received command is stored at the head of the free area in the start winning reception command buffer 109SG194A shown in FIGS. 10-11 (step 109SGS233), and the process returns to step 109SGS221.

[0302] In addition, when receiving a pending storage number notification command (first pending storage number notification command or second pending storage number notification command) together with a variable display start command (first variable display start command or second variable display start command), the pending storage number notification command may not be stored in the start winning reception command buffer 109SG194A. That is, it is sufficient that the production control commands received in response to the occurrence of the start winning are sequentially stored from the head of the free area in the start winning reception command buffer 109SG194A.

[0303] If the received command in step 109SGS230 is not the second pending storage number notification command (step 109SGS230; N), settings are made according to the other received commands (step 109SGS234), and the process returns to step 109SGS221.

[0304] In the command analysis process of the feature unit 109SG, when the received command is any one of the start port winning designation command, the symbol designation command, the variation category command, and the reserved memory number notification command, the form of sequentially storing the received command from the head of the free area of the start winning reception command buffer 109SG194A is exemplified. However, the present invention is not limited to this. When the received command is the first start port winning designation command, a timer for waiting for the reception of the reserved memory number notification command is set. If the reserved memory number notification command is not received before the timer times out, the entry reserved memory for which the reserved memory number notification command has not been received may be set to be excluded from the preview performance described later.

[0305] FIGS. 10-15 are flowcharts showing an example of the process executed in step S161 of FIG. 5 as the preview setting process. In the preview setting process shown in FIGS. 10-15, the effect control CPU 120 first checks the start winning reception command buffer 109SG194A (step 109SGS241), and determines whether there is a reserved memory (entry) for which the reservation display flag is not set (step 109SGS242a). If there is no reserved memory for which the reservation display flag is not set (step 109SGS242a; N), the preview setting process ends. If there is a reserved memory for which the reservation display flag is not set (step 109SGS242a; Y), it is further determined whether the super reach reach effect is being executed (step 109SGS242b).

[0306] Incidentally, whether the super reach reach effect is being executed or not can be determined by whether the value of the effect control process flag is 2 (whether variable display is being executed). If the value of the effect control process flag is 2, the content of the process data of the currently executed variable display may be referred to to determine whether the super reach reach effect is being executed.

[0307] If the super reach reach effect is being executed (step 109SGS242b; Y), proceed to step 109SGS250. If the super reach reach effect is not being executed (step 109SGS242bb; N), further determine whether the symbol designation command stored in the entry (the entry in which the hold display flag is not set) is a symbol designation command indicating a small win (step 109SGS243a). If the symbol designation command stored in the entry is a symbol designation command indicating a small win (step 109SGS243a; Y), proceed to step 109SGS250. If the symbol designation command stored in the entry is a symbol designation command indicating a loss or a big win (step 109SGS243a; N), determine whether the symbol designation command stored in the entry is the first symbol designation command (the symbol designation command indicating a loss) (step 109SGS243b).

[0308] If the symbol designation command stored in the entry is not the first symbol designation command, that is, if the symbol designation command stored in the entry is a symbol designation command indicating a big win (step 109SGS243b; N), specify the big win type from the symbol designation command of the entry (step 109SGS244).

[0309] Then, based on the numerical data indicating the random number value for the preview effect extracted from, for example, the random number circuit 124 or the random counter of the effect control counter setting unit 109SG193, and the big win type specified in step 109SGS244, refer to the big win preview effect determination table (not shown) to determine whether to execute the preview effect and the display pattern in the case of executing the preview effect (step 109SGS245).

[0310] In step 109SGS245, for example, the presence or absence of the pre-reading preview effect and the display pattern (preview type) are determined at the determined ratio as shown in FIGS. 10-16. In the setting example of the determination ratio shown in FIGS. 10-16, the determination ratio of the presence or absence of the pre-reading preview effect and the display pattern (preview type) is varied according to the jackpot type specified in the process of step 109SGS244.

[0311] Specifically, as the display pattern (preview type) of the pre-reading preview effect, two types, display pattern α and display pattern β, are provided. Among these, when the display pattern of the pre-reading preview effect is determined to be display pattern α, the hold memory display is displayed as a white square (◇) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U, and when the display pattern (preview type) of the pre-reading preview effect is determined to be display pattern β, the hold memory display is displayed as a white star (☆) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U.

[0312] Also, as shown in FIGS. 10-16, when the jackpot type is "probability-variable jackpot", the ratio at which display pattern β is determined as the display pattern (preview type) is set higher than the ratio at which display pattern α is determined. On the other hand, when the jackpot type is "non-probability-variable jackpot", the ratio at which display pattern β is determined as the display pattern (preview type) is set lower than the ratio at which display pattern α is determined.

[0313] With such a setting, when the variable display result is "jackpot" and the display of display pattern β is executed as the display pattern (preview type), the ratio of the jackpot type being a probability-variable jackpot is higher than when the display of display pattern α is executed, and the player's expectation of getting a probability-variable jackpot can be enhanced.

[0314] In the present feature section 109SG, when the variable display result is a big win, the hold memory display is always displayed as a white square (◇) or a white star (☆) by determining to execute the preview effect. However, the present invention is not limited to this. Even when the variable display result is a big win, a case may be provided where it is determined not to execute the preview effect, similar to the case where the variable display result is a "loss".

[0315] Also, in step 109SGS243b, when the symbol designation command of the entry with the display undetermined flag being on is the first symbol designation command, that is, when it is a command indicating a loss (step 109SGS243b; Y), the variation category indicated by the variation category designation command of the entry with the display undetermined flag being on is specified (step 109SGS247). Specifically, if the variation category designation command of the entry is C600H, it is specified as the category of the "non-reach" variation pattern. If it is C601H, it is specified as the category of the "super-reach" variation pattern. If it is C602H, it may be specified as the category of the "other" variation pattern including the normal reach.

[0316] Then, based on the numerical data indicating the random number value for the preview effect extracted from, for example, the random number circuit 124 or the random counter of the effect control counter setting unit 109SG193, and the variation pattern category specified in step 109SGS247, by referring to the off-preview effect determination table (not shown), it is determined whether to execute the preview effect and the display pattern (preview type) when the preview effect is executed (step 109SGS248).

[0317] In step 109SGS248, for example, the presence or absence of the pre-reading preview effect and the display pattern (preview type) are determined at a determined ratio as shown in FIGS. 10-16. In the setting example of the determination ratio shown in FIGS. 10-16, the determination ratio of the presence or absence of the pre-reading preview effect and the display pattern (preview type) is varied according to the category of the variation pattern specified in the process of step 109SGS247.

[0318] Specifically, as the display pattern (preview type), two types, i.e., display pattern α and display pattern β, are provided. Among these, when the display pattern (preview type) is determined to be display pattern α, the hold memory display is displayed in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U as a white square (◇) in a specific mode, and when the display pattern (preview type) is determined to be display pattern β, the hold memory display is displayed in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U as a white star (☆) in a specific mode. Incidentally, when it is determined that the pre-reading preview effect is not executed, the hold memory display is displayed in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U as a round shape (○) in the normal mode.

[0319] As shown in FIGS. 10-16, when the variable display result is "miss" and the category of the variation pattern is "other", the ratio at which the pre-reading preview effect is executed (the ratio determined other than "no preview effect") is set higher than when the variable display result is "miss" and the category of the variation pattern is "non-reach". Also, when the variable display result is "miss" and the category of the variation pattern is "super reach", the ratio at which the pre-reading preview effect is executed (the ratio determined other than "no preview effect") is set higher than when the variable display result is "miss" and the category of the variation pattern is "other".

[0320] When it is determined to execute the preview effect when the variable display result is "off", if the fluctuation category is "other", the ratio of determining the display pattern α is set higher than when the fluctuation pattern category is "non-reach". Also, when the fluctuation pattern category is "super reach", the ratio of determining the display pattern α is set higher than when the fluctuation pattern category is "other". Furthermore, when it is determined to execute the preview effect when the variable display result is "off", if the fluctuation pattern category is "other", the ratio of determining the display pattern β is set higher than when the fluctuation pattern category is "non-reach", and when the fluctuation pattern category is "super reach", the ratio of determining the display pattern β is set higher than when the fluctuation pattern category is "other".

[0321] In addition, when the variable display result is "off", in any of the fluctuation pattern categories of "non-reach", "other", and "super reach", the ratio of determining that the preview effect is not executed is set highest, and the ratio of determining that the preview effect is executed and the display pattern β is determined is set lowest.

[0322] Furthermore, when the variable display result is "big win", it is not determined that the preview effect is not executed (no preview effect), and the ratio of determining that the preview effect is executed and the display pattern α or the display pattern β is determined is set higher than the ratio of determining the display pattern α or the display pattern β in any of the fluctuation pattern categories when the variable display result is "off".

[0323] Furthermore, when the variable display result is "miss (non-reach)", "miss (super reach)", or "miss (other)", when it is determined to execute the preview performance, the ratio at which the display pattern α is determined is set higher than the ratio at which the display pattern β is determined. On the other hand, when the variable display result is "big win (certain-variable big win)", when it is determined to execute the preview performance, the ratio at which the display pattern β is determined is set higher than the ratio at which the display pattern α is determined.

[0324] With such settings, when the display pattern α or the display pattern β is executed (displayed) as the display pattern (preview type) of the preview performance, the possibility that the variable display result becomes "big win" is higher than when the display pattern α or the display pattern β is not executed (displayed). In particular, when the display pattern β is executed (displayed), the variable display result is "big win", and the ratio of the big win type being "certain-variable big win" increases, so the expectation of the player can be enhanced.

[0325] After the execution of step 109SGS248, the effect control CPU 120 determines whether or not the execution of the preview performance was determined in step 109SGS247, that is, whether or not the display pattern (preview type) was determined to be either the display pattern α or the display pattern β (step 109SGS249).

[0326] After the execution of step 109SGS245 or when it is determined to execute the preview effect (step 109SGS249; Y), set the flag value corresponding to the determined display pattern (preview type) to the hold display flag of the entry (step 109SGS246). Specifically, if the display pattern (preview type) determined in step 109SGS245 or step 109SGS248 is the display pattern α indicating the hold memory display with "◇", set "1" to the hold display flag of the entry. If the display pattern (preview type) determined in step 109SGS245 or step 109SGS248 is the display pattern β indicating the hold memory display with "☆", set "2" to the hold display flag of the entry, and then proceed to step 109SGS252.

[0327] Also, in step 109SGS249, when it is not determined to execute the preview effect (step 109SGS249; N), set "0" indicating the white "○" to the hold display flag of the entry (step 109SGS250), and then proceed to step 109SGS252.

[0328] Also, as described above, during the execution of the reach effect of the super reach (step 109SGS242b; Y) or when the symbol designation command of the entry is a symbol designation command indicating a small win (step 109SGS243a), set "0" indicating the white "○" to the hold display flag of the entry (step 109SGS250), and then proceed to step 109SGS252.

[0329] Then, the production control CPU 120 updates the hold display based on the stored content of the start winning reception command buffer 109SG194A (step 109SGS252). As a result, the hold memory newly stored in the start winning reception command buffer 109SG194A is displayed in a display mode corresponding to any one of "0", "1", and "2" set in the hold display flag. Also, when variable display is executed and the stored content of the start winning reception command buffer 109SG194A is shifted, the hold display in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U provided at the lower position of the image display device 5 is updated according to the stored content of the start winning reception command buffer 109SG194A after the shift, as shown in FIG. 10-17.

[0330] Specifically, as shown in FIG. 10-17, if the number of the first special figure hold memories is one, one hold memory display is shown. As the display mode of this hold memory display, when the flag value of the hold display flag corresponding to the hold memory is "0", it is displayed in the display mode of "○" as shown in FIG. 10-17. When the flag value of the hold display flag is "1", it is displayed in the display mode of "◇". When the flag value of the hold display flag is "2", it is displayed in the display mode of "☆". If the number of the first special figure hold memories is two, two hold memory displays are shown, and each hold memory display is shown in the first hold memory display area 109SG005D in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory. Also, if the number of the first special figure hold memories is three, three hold memory displays are shown, and each hold memory display is shown in the first hold memory display area 109SG005D in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory. Also, if the number of the first special figure hold memories is four, four hold memory displays are shown, and each hold memory display is shown in the first hold memory display area 109SG005D in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory.

[0331] Also, if the number of reserved memories in the second special figure is 1, one reserved memory display is shown. As for the display mode of this reserved memory display, similar to the case of the first special figure, when the flag value of the reservation display flag corresponding to the reserved memory is "0", it is displayed in the display mode of "○", and when the flag value of the reservation display flag is "1", it is displayed in the display mode of "◇", and when the flag value of the reservation display flag is "2", it is displayed in the display mode of "☆". Incidentally, if the number of reserved memories in...

Claims

[Claim 1] A gaming machine capable of executing variable display and controlling the display to an advantageous state that is advantageous to a player, A movable body that is movably provided; A light emitting means capable of emitting light; A display means capable of displaying a specific display corresponding to the variable display; A performance execution means for executing a specific display performance that displays the specific display at the timing when a start winning occurs based on the occurrence of a start winning during a variable display, and a specific light emission performance that causes the light emitting means to emit light at the timing when the start winning occurs; Equipped with The performance execution means includes: A specific performance that notifies the result of the variable display by operating the movable body, and a suggestion performance that suggests that the specific performance will be executed by operating the movable body before the specific performance is executed can be executed. executing the specific light-emitting performance so that the light emission of the light-emitting means is recognizable by a player before the display of the specific display is completed in the specific display performance; The rate at which the specific light-emitting performance is controlled to an advantageous state is higher when the specific light-emitting performance is executed than when the specific light-emitting performance is not executed, The gaming machine includes: The light emitting means is continuously caused to emit light in a manner corresponding to the specific light emitting performance even during the variable display corresponding to the specific light emitting performance, and the light emission is terminated at a predetermined end timing before the variable display corresponding to the specific light emitting performance is terminated. When the light emission of the light-emitting means in a manner corresponding to the specific light-emitting performance is not terminated at the specified end timing due to the occurrence of a specified event, a special end control is performed to terminate the light emission of the light-emitting means at a specific end timing that is later than the specified end timing; The specific light-emitting performance is a performance in which the light-emitting means emits light in a predetermined manner that is a manner corresponding to the specific light-emitting performance during a first period from when the specific light-emitting performance is started at a timing when a start winning occurs during variable display to a predetermined timing, and the light-emitting means emits light in a specific manner that is less emphasized than the predetermined manner during a second period from the predetermined timing to the predetermined end timing. A gaming machine characterized by:

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