Gaming machine

The gaming machine addresses the lack of an effective slow-motion effect by incorporating a performance execution means that utilizes synchronized display, sound, and light effects to create an advantageous gaming experience, impressing players and enhancing engagement.

JP7691545B2Active Publication Date: 2025-06-11SANKYO CO LTD
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2024061909
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-08
Publication Date
2025-06-11
Estimated Expiration
2040-02-21

AI Technical Summary

Technical Problem

Conventional gaming machines lack an effective slow-motion effect that can impress players and create an advantageous gaming experience.

Method used

A gaming machine that includes a performance execution means capable of executing a specific performance suggesting an advantageous state, using a combination of display, sound, and light effects, with varying video and sound speeds to enhance player engagement.

Benefits of technology

The proposed solution effectively impresses players with the perception of being in an advantageous gaming state, enhancing player engagement and interest through dynamic and synchronized visual and auditory effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007691545000001
    Figure 0007691545000001
  • Figure 0007691545000002
    Figure 0007691545000002
  • Figure 0007691545000003
    Figure 0007691545000003
Patent Text Reader

Abstract

To provide a game machine capable of impressing a player with control to an advantageous state.SOLUTION: A specific performance includes a first period, a second period after the first period, and a third period that is a period after the second period and reports one of an advantageous mode and a disadvantageous mode as a performance result, can display a performance animation in a performance mode progressing at a first speed during the first period, can display a performance animation in a performance mode progressing at a second speed slower than the first speed during the second period, and can change a light emitting mode of light emitting means during both of the first period and the second period.SELECTED DRAWING: Figure 10-20
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] Conventional gaming machines can execute a battle effect and a timer effect simultaneously as a reach effect, and during the battle effect, some can further execute a slow-motion effect that slows down the playback speed of the battle effect (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in Patent Document 1, there was room for improvement in the slow-motion effect.

[0005] The present invention has been made by paying attention to such problems, and an object thereof is to provide a gaming machine that can impress a player that it is controlled to an advantageous state.

Means for Solving the Problems

[0006] The gaming machine according to claim 1 is a gaming machine that can be controlled to an advantageous state advantageous to a player, a sound output means, a display means, a light emitting means, an effect execution means capable of executing an effect, a movable body movable from a first position to a second position different from the first position, and includes The performance execution means can execute a specific performance suggesting that it is controlled to the advantageous state. The specific performance is a performance in which the display means displays a performance video, the sound output means outputs a performance sound, and the light emitting means emits light. It includes a first period, a second period after the first period, and a period after the second period, and a third period for notifying either an advantageous aspect or a disadvantageous aspect as a performance result. The performance execution means can display the performance video of the performance mode that progresses at the first speed in the first period. can display the performance video of the performance mode that progresses at the second speed slower than the first speed in the second period. In either the first period or the second period, it is possible to change the light emission mode of the light emitting means. In the second period, It is possible to execute an operation promotion effect that encourages the player's operation, and when displaying the production video of the production mode that progresses at the second speed, it is possible to execute the operation promotion effect in a production mode that progresses at a constant speed regardless of the progress speed of the production video. can execute a special performance for notifying that it is controlled to the advantageous state. Before the special performance is executed, a special performance can be executed. In the display means, it is possible to execute a pseudo moving body display performance in which a special pseudo moving body display is moved and displayed from a special first display position to a special second display position, and a special pseudo moving body display is moved and displayed from a special first display position to a special second display position. The display means When moving and displaying the special pseudo moving body display in the special performance, after moving and displaying the special pseudo moving body display from the special first display position to the special second display position, it is possible to make it non-displayed without moving and displaying it from the special second display position to the special first display position, and it is possible to display a suggestive image suggesting the execution of the special performance in a display area including the special second display position. When moving the special pseudo-movable body display in the special performance, after moving the special pseudo-movable body display from the special first display position to the special second display position, it is possible to move it from the special second display position to the special first display position and then make it non-displayed. It is characterized by this. According to this feature, it is possible to impress the player that it is controlled in an advantageous state. Other gaming machines are gaming machines that can execute variable display of specific identification information, and can be controlled to an advantageous state favorable to the player by deriving a specific display result as a result of the variable display of the specific identification information. Game control means, Effect control means, Display means, Light emitting means, A movable body that can move from a first position to a second position different from the first position, and are provided with The game control means determines whether to be controlled in the advantageous state when a game medium enters the start area, executes variable display of the specific identification information, Based on the result of the determination, any one of a plurality of variation patterns including a first variation pattern that is a variation pattern controlled in the advantageous state and a second variation pattern that is a variation pattern not controlled in the advantageous state is determined, When the first variation pattern is determined, a first command is transmitted to the effect control means, When the second variation pattern is determined, a second command is transmitted to the effect control means, The effect control means can execute variable display of decoration identification information corresponding to the variable display of the specific identification information using the display means, can execute a predetermined reach using the display means, When the first command is received, it is possible to notify that it is controlled in the advantageous state with the predetermined reach. When the second command is received, it is possible to notify that the advantageous state is not controlled at the predetermined reach. The predetermined reach is a reach in which a predetermined production video is displayed on the display means, It includes a first period, a second period after the first period, and a period after the second period, and a third period for notifying either an advantageous aspect or a disadvantageous aspect as a production result. The predetermined production video is a video of a production mode in which the production progresses at the predetermined speed by changing the production image at the predetermined speed. The predetermined speed includes a first speed and a second speed slower than the first speed. The production control means When the first command is received, in the first period, the predetermined production video of the production mode progressing at the first speed can be displayed, and in the second period, the predetermined production video of the production mode progressing at the second speed can be displayed. In the third period, the predetermined production video of the first predetermined scene indicating that it is controlled to the advantageous state can be displayed at the second speed. When the second command is received, in the first period, the predetermined production video of the production mode progressing at the first speed can be displayed, and in the second period, the predetermined production video of the production mode progressing at the second speed can be displayed. In the third period, the predetermined production video of the second predetermined scene indicating that it is not controlled to the advantageous state can be displayed at the first speed. It is possible to execute a special production for notifying that it is controlled to the advantageous state. It is possible to execute a special production before the special production is executed. In the display means, it is possible to execute a pseudo moving body display production for moving and displaying a special pseudo moving body display from a special first display position to a special second display position and a special pseudo moving body display from a special first display position to a special second display position. It is possible to execute a moving body production for moving the moving body from the first position to the second position. In either the first period or the second period, it is possible to change the light emission mode of the light emitting means. In the second period, it is possible to change the light emission mode of the light emitting means at intervals shorter than those in the first period. The display means When performing the special pseudo moving body display in the special effect and moving the display, after moving the special pseudo moving body display from the special first display position to the special second display position, it is possible to make it non-displayed without moving it from the special second display position to the special first display position, and it is possible to display a suggestion image suggesting the execution of the special effect in the display area including the special second display position. When performing the special pseudo moving body display in the special effect and moving the display, after moving the special pseudo moving body display from the special first display position to the special second display position, it is possible to make it non-displayed after moving it from the special second display position to the special first display position. It is characterized by this. According to this feature, it is possible to give the player an impression of being controlled in an advantageous state. Other gaming machines A gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state advantageous to the player, Sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), Display means capable of displaying performance videos (for example, image display device 5), Performance execution means (for example, performance control CPU 120) capable of executing a predetermined performance (for example, a reach performance) in which a character performance video is displayed on the display means and a performance sound is output by the sound output means in accordance with the display of the character performance video, Pseudo moving body display means capable of moving the pseudo moving body display from the first display position to a second display position different from the first display position, A movable body that can move from a first position to a second position different from the first position, Movable body performance execution means capable of executing performances related to the pseudo moving body display and the movable body, comprising, The production execution means During the first period of the predetermined production, it is possible to display on the display means a production video in which the progress speed of the production is the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach production, the second reach production, the third reach production, and the fourth reach production, the video of each reach production is displayed on the image display device 5 at the progress speed V1), During the second period of the predetermined production after the first period, it is possible to display on the display means a production video in which the progress speed of the production is a second speed slower than the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach production, the second reach production, the third reach production, and the fourth reach production, the video of each reach production is displayed on the image display device 5 at the progress speed V2), Regarding the production sound corresponding to the predetermined production, in both the first period and the second period, it is possible to output by the sound output means at the same speed the speed related to the production sound (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach production, the second reach production, the third reach production, and the fourth reach production, the part where BGM, production sound, etc. are output from the speakers 8L and 8R at the normal reproduction speed V4), The production sound corresponding to the predetermined production includes a music piece and a sound effect (for example, the part where BGM (music piece) and sound effects can be output from the speakers 8L and 8R), The movable body production execution means A pseudo-movable body display production for moving and displaying the pseudo-movable body display from the first display position to the second display position, A movable body production for moving the movable body from the first position to the second position, can be executed, When the movable body production and the pseudo-movable body display production are executed by the movable body production execution means in a predetermined period, the ratio of being controlled in a more advantageous state is higher than when only the pseudo-movable body display production is executed without the movable body production being executed by the movable body production execution means in the predetermined period, It is characterized by the following. According to this feature, although the progress speed of the performance video of a predetermined performance changes between the first period and the second period, the speed regarding the performance sound corresponding to the predetermined performance does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. In addition, the gaming interest can be improved by the performance sound including music and sound effects. Further, it is possible to draw the player's attention to the execution of the movable body performance and the pseudo-movable body display performance.

[0007] In addition, the mode for carrying out the invention described later includes the invention related to the gaming machine of means 2 below. Conventionally, in gaming machines, there are those that can execute performances using an operable movable body as shown in Japanese Patent Application Laid-Open No. 2019-92949, and can execute the same performance as moving the movable body as a structure by moving and displaying a pseudo-movable body display. However, such a gaming machine has a problem that it can only move and display the pseudo-movable body in the same way as the movable body, and the interest of the performance cannot be enhanced. In view of this point, there is a demand for providing a gaming machine that can enhance the interest of the pseudo-movable body display.

[0008] The gaming machine of means 2 is a gaming machine that can be controlled to an advantageous state advantageous to the player, a pseudo-movable body display means capable of moving and displaying a pseudo-movable body display from a first display position to a second display position different from the first display position, a movable body movable from a first position to a second position different from the first position, a movable body performance execution means capable of executing performances related to the pseudo-movable body display and the movable body, and is provided with The movable body performance execution means executes a pseudo-movable body display performance for moving and displaying the pseudo-movable body display from the first display position to the second display position, and a movable body performance for moving the movable body from the first position to the second position, and is capable of executing When the movable body performance and the pseudo-movable body display performance are executed by the movable body performance execution means during a predetermined period, the ratio of being controlled in the more advantageous state is higher than when the pseudo-movable body display performance is executed without the movable body performance being executed by the movable body performance execution means during the predetermined period. It is characterized by this. According to this feature, the player can be made to pay attention to the execution of the movable body performance and the pseudo-movable body display performance.

[0009] Note that 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

[0010]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10-1

Figure 10-2

Figure 10-3

Figure 10-4

Figure 10-5

Figure 10-6

Figure 10-7

Figure 10-8

Figure 10-9

Figure 10-10

Figure 10-11

Figure 10-12

Figure 10-13

Figure 10-14

Figure 10-15

Figure 10-16

Figure 10-17

Figure 10-18

Figure 10-19

Figure 10-20

Figure 10-21

Figure 10-22

Figure 10-23

Figure 10-24

Figure 10-25

Figure 10-26

Figure 10-27

Figure 10-28

Figure 10-29

Figure 10-30

Figure 10-31

Figure 10-32

Figure 10-33

Figure 10-34

Figure 10-35

Figure 10-36

Figure 10-37

Figure 10-38

Figure 11

Figure 12

Figure 13

Figure 14-1

Figure 14-2

Figure 14-3

Figure 14-4

Figure 14-5

Figure 14-6

Figure 14-7

Figure 14-8

Figure 14-9

Figure 14-10

Figure 14-11

Figure 14-12

Figure 14-13

Figure 14-14

Figure 14-15

Figure 14-16

Figure 14-17

Figure 14-18

Figure 14-19

Figure 14-20

Figure 14-21

Figure 14-22

Figure 14-23

Figure 14-24

Figure 14-25

Figure 14-26

Figure 14-27

Figure 14-28

Figure 14-29

Figure 14-30

Figure 14-31

Figure 14-32

Figure 14-33

Figure 14-34

Figure 14-35

Figure 14-36

Figure 14-37

Figure 14-38

Figure 14-39

Figure 14-40

Figure 14-41

Figure 14-42

Figure 14-43

Embodiment for Carrying Out the Invention

[0011] A mode for implementing a pachinko gaming machine, which is a gaming machine according to the present invention, will be described below based on examples.

[0012] [Mode] The gaming machine of Mode 1 is a gaming machine capable of playing games (for example, pachinko gaming machine 1), sound output means capable of outputting effect sounds (for example, speakers 8L, 8R and voice synthesis IC 079SG132, voice data ROM 079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), display means capable of displaying effect videos (for example, image display device 5), effect execution means (for example, effect control CPU 120) capable of executing a predetermined effect (for example, a reach effect) in which an effect video of a character is displayed on the display means and an effect sound is output by the sound output means in accordance with the display of the effect video of the character, and is provided with the effect execution means is in the first period of the predetermined effect, an effect video with a first speed of the progress of the effect can be displayed on the display means (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, the video of each reach effect is displayed on the image display device 5 at a progress speed V1), in the second period of the predetermined effect after the first period, an effect video with a second speed slower than the first speed of the progress of the effect can be displayed on the display means (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach effect, the second reach effect, the third reach effect, and the fourth reach effect, the video of each reach effect is displayed on the image display device 5 at a progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in either the first period or the second period, the speed related to the performance sound can be output by the sound output means at the same speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the BGM, performance sound, etc. are output from the speakers 8L and 8R at V4, which is the normal playback speed). It is characterized by this. According to this feature, although the progress speed of the performance video of the predetermined performance changes between the first period and the second period, the speed related to the performance sound corresponding to the predetermined performance does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player.

[0013] The gaming machine of Form 2 is the gaming machine described in Form 1, and the sound output means includes a playback circuit that plays sound (for example, the voice synthesis IC 079SG132), an amplification circuit that amplifies the sound played by the playback circuit (for example, the amplification circuit 079SG134), and speakers that output the sound amplified by the amplification circuit (for example, speakers 8L and 8R). It is characterized by this. According to this feature, a performance sound with high reproducibility can be output from the speakers at an appropriate volume.

[0014] The gaming machine of Form 3 is the gaming machine described in Form 1 or Form 2, and The performance execution means can output, by the sound output means, the sound of the performance corresponding to the predetermined performance at the same speed as the first period during a predetermined period in the second period, and can output, by the sound output means, at a speed different from the first period during a specific period after the predetermined period in the second period (for example, as shown in Modification Example 079SG-1, in the first half of the execution period of the latter half of each reach performance of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the performance sound is output from the speakers 8L and 8R at the reproduction speed V4 in the same manner as in the execution period of the first half of each reach performance of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance. On the other hand, in the latter half of the execution period of the latter half of each reach performance of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the performance sound is output at a reproduction speed different from V4 (for example, V5 slower than the reproduction speed V4)). It is characterized by this. According to this feature, during the second period in which the performance video is displayed at the second speed, the speed related to the performance sound can be made different for a specific period, so the performance effect by the performance sound corresponding to the predetermined performance can be improved, and thus the gaming interest can be improved.

[0015] The gaming machine of Form 4 is the gaming machine according to any one of Forms 1 to 3, and the performance sound corresponding to the predetermined performance includes a music piece and a sound effect (for example, a part where BGM (music piece) and sound effects can be output from the speakers 8L and 8R). According to this feature, the gaming interest can be improved by the performance sound including a music piece and a sound effect.

[0016] The gaming machine of Form 5 is the gaming machine according to any one of Forms 1 to 4, and is provided with a light emitting means (for example, the gaming effect lamp 9) that can emit light and change the light emitting mode at least in the first period and the second period. The effect execution means can change the light emission mode of the light emission means at a shorter cycle in the second period than in the first period (for example, as shown in FIGS. 10-20, 10-21, 10-24, and 10-25, during the latter half of the execution period of the second reach effect or the latter half of the execution period of the fourth reach effect, the game effect lamp 9 blinks at a cycle shorter than the execution periods of the first reach effect, the second reach effect, the third reach effect, and the first half of the execution period of the fourth reach effect). It is characterized by this. According to this feature, by making the change cycle of the light emission mode of the light emission means shorter (faster) in the second period where the progress speed of the effect is slow, the effect of the second period can be improved.

[0017] The gaming machine of Form 6 is the gaming machine according to any one of Forms 1 to 5, which is capable of executing variable display of identification information and is a gaming machine in which gaming is possible (for example, pachinko gaming machine 1), sound output means capable of outputting effect sounds (for example, speakers 8L and 8R and the voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), display means including a first display area (for example, the first display area 079SG005F shown in FIG. 10-2(A)) and a second display area closer to the periphery than the first display area (for example, the second display area 079SG005Sa) as a display area capable of displaying effect videos, an effect execution means (for example, effect control CPU 120) capable of executing a predetermined effect (for example, a reach effect) of displaying a character effect video in the first display area and outputting an effect sound by the sound output means in accordance with the display of the character effect video, and an information effect (for example, the rotation display of the hold display in the first hold storage display area 079SG005D and the second hold storage display area 079SG005U shown in FIG. 10-2(B) or the movement display of the telop in the telop display area 079SG005T shown in FIG. 10-2(C)) of operating information display related to variable display in the second display area, and includes The performance execution means is capable of displaying on the display means a performance video in which the progress speed of the performance is the first speed during the first period of the predetermined performance (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V1), is capable of displaying on the display means a performance video in which the progress speed of the performance is a second speed slower than the first speed during the second period of the predetermined performance after the first period (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in either the first period or the second period, the speed related to the performance sound can be output by the sound output means at the same speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the part where BGM and performance sounds are output from the speakers 8L and 8R at the normal playback speed V4), Regarding the information performance, in either the first period or the second period, it is possible to execute an information performance that operates the information display at the same operation speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the part where the rotation display of the hold display is displayed at the rotation speed V3 and the movement display of the telop is displayed at the movement speed V3), is characterized by this. According to this feature, although the progress speed of the performance video of the predetermined performance changes between the first period and the second period, the operation speed of the information display and the speed related to the performance sound corresponding to the predetermined performance do not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player.

[0018] The gaming machine of form 7 is the gaming machine described in form 6, and the total area of the first display area is larger than the total area of the second display area (for example, as shown in FIG. 10-2(A), the area of the first display area 079SG005F is larger than the combined area of the second display area 079SG005Sa and the third display area 079SG005Sb). This is the feature. According to this feature, since the player can more easily recognize the predetermined effect than the information effect, the gaming interest can be improved.

[0019] The gaming machine of form 8 is the gaming machine described in form 6 or form 7, and the effect execution means is capable of executing an information effect that operates the information display at a constant operating speed at least during a period of variable display other than the first period and the second period (for example, as shown in FIGS. 10-18 to 10-25, during a period other than the reach effect, in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, the rotating display of the hold display is executed at the rotation speed V3, and in the telop display area 079SG005T, the moving display of the telop is executed at the moving speed V3). This is the feature. According to this feature, since the operating speed of the information display does not change, it is possible to prevent the player from having difficulty recognizing the information effect.

[0020] The gaming machine of form 9 is the gaming machine described in any one of forms 6 to 8, and the information effect includes a moving display effect that sequentially moves and displays information indicating the state related to the effect in the variable display being executed in the second display area (for example, the part where the moving display of a message according to the gaming state is executed in the telop display area 079SG005T). The effect execution means is capable of executing a moving display effect that moves and displays the information display so that at least a part of the information display is always visible to the player (for example, as shown in FIG. 10-2(C), the characters included in the message in the telop display area 079SG005T reach the right end of the telop display area 079SG005T and the display ends, and at the same time, they are redisplayed at the left end of the telop display area 079SG005T and moved again from left to right). It is characterized by this. According to this feature, since at least a part of the information display is always visible to the player, the player can easily recognize that the moving display effect is being executed.

[0021] The gaming machine of Form 10 is a gaming machine described in any of Forms 1 to 9, a gaming machine capable of playing games (for example, a pachinko gaming machine 1), sound output means capable of outputting effect sounds (for example, speakers 8L, 8R and the voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), display means capable of displaying effect videos (for example, the image display device 5), prize-giving means for giving a prize (for example, a big win gaming state) (for example, the CPU 103), a predetermined effect (for example, a reach effect) that suggests that a prize is given by displaying an effect video of a character on the display means and outputting an effect sound by the sound output means along with the display of the effect video of the character, and an informing effect (for example, a big win informing effect and a miss informing effect) for informing whether a prize is given after the execution of the predetermined effect, and effect execution means (for example, the effect control CPU 120) capable of executing the above, and is provided with the effect execution means is During the first period of the predetermined performance, it is possible to display on the display means a performance video in which the progress speed of the performance is the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V1), During the second period of the predetermined performance after the first period, it is possible to display on the display means a performance video in which the progress speed of the performance is a second speed slower than the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in both the first period and the second period, it is possible to output by the sound output means at the same speed the speed related to the performance sound (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the part where BGM, performance sound, etc. are output from the speakers 8L and 8R at the normal reproduction speed V4), Within the second period, it is possible to execute an effect performance that is a performance different from the predetermined performance and enhances the performance effect of the predetermined performance (for example, as shown in FIGS. 10-20, 10-21, and 10-28, the part where an effect performance of displaying a concentration line on the image display device 5 is executed during the execution period of the second half of the second reach performance) It is characterized by this. According to this feature, although the progress speed of the performance video of the predetermined performance changes between the first period and the second period, the speed related to the performance sound corresponding to the predetermined performance does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, while enhancing the performance effect of the second period, it is possible to make it easier for the player to recognize by the effect performance that the second period has ended and the notification performance is executed.

[0022] The gaming machine of form 11 is the gaming machine described in form 10, and The effect execution means is capable of executing the effect presentation in a plurality of modes with different degrees of effect for enhancing the presentation effect of the predetermined presentation (for example, a mode in which a concentrated line shown in FIG. 10-28(C) is displayed, and a mode in which the number of displayed concentrated lines is larger than that in FIG. 10-28(C) as shown in FIG. 10-28(D)), and is capable of executing the effect presentation in a mode in which the degree of effect for enhancing the presentation effect gradually increases as it progresses from the start point to the end point of the second period (for example, a part where the number of displayed concentrated lines increases as the battle presentation progresses, as shown in FIGS. 10-28(C) and 10-28(D)). It is characterized by this. According to this feature, since the mode of the effect presentation changes to a mode in which the degree of effect for enhancing the presentation effect of the predetermined presentation gradually increases, it is possible for the player to more easily recognize by the effect presentation that the second period has ended and the notification presentation is executed.

[0023] The gaming machine of Form 12 is the gaming machine according to any one of Forms 1 to 11, is capable of variably displaying identification information, and is a gaming machine (for example, pachinko gaming machine 1) on which gaming is possible, sound output means (for example, speakers 8L and 8R and voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13) capable of outputting presentation sounds, display means (for example, image display device 5) including a first display area (for example, first display area 079SG005F shown in FIG. 10-2(A)) and a second display area closer to the periphery than the first display area (for example, second display area 079SG005Sa) as a display area capable of displaying presentation videos, privilege granting means (for example, CPU103) for granting a privilege (for example, a big win gaming state), A predetermined performance (e.g., a reach performance) that suggests that a privilege is granted by displaying a character's production video in the first display area and outputting production sound by the sound output means along with the display of the character's production video, a notification performance (e.g., a big win notification performance and a miss notification performance) that notifies whether a privilege is granted after the execution of the predetermined performance, and a specific information performance related to variable display (e.g., a rotation display of a reservation display in the first reservation memory display area 079SG005D and the second reservation memory display area 079SG005U shown in FIG. 10-2(B), or a movement display of a telop in the telop display area 079SG005T shown in FIG. 10-2(C)) in the second display area, and a performance execution means (e.g., a performance control CPU 120) capable of executing is provided with The performance execution means In the first period of the predetermined performance, it is possible to display a production video with a production progress speed of a first speed in the first display area (e.g., as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progress speed V1), In the second period of the predetermined performance after the first period, it is possible to display a production video with a second speed slower than the first speed in the first display area (e.g., as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at a progress speed V2), Regarding the production sound corresponding to the predetermined performance, in both the first period and the second period, it is possible to output the speed related to the production sound at the same speed by the sound output means (e.g., as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the BGM, production sound, etc. are output from the speakers 8L and 8R at a normal playback speed of V4), The notification performance can be executed in the first display area and the second display area (for example, as shown in FIGS. 10-26(G), 10-29(E), 10-30(D), 10-31(G), and 10-35(C), when the decoration symbol stops in a jackpot combination as a jackpot notification performance, the images of the jackpot notification performance are displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by this. According to this feature, although the progress speed of the performance video of a predetermined performance changes between the first period and the second period, the speed related to the performance sound corresponding to the predetermined performance does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, by executing the notification performance in a wide display area combining the first display area and the second display area, it is possible to make it easier for the player to recognize that a privilege has been granted.

[0024] Form 13 is a gaming machine according to Form 12, The performance execution means, A first display (for example, a hold display) that operates within the second display area and a second display (for example, the first hold memory display area 079SG005D and the second hold memory display area 079SG005U) that does not operate within the second display area can be displayed in the specific information performance, The notification performance can be executed in the second display area with the first display and the second display erased (for example, as shown in FIGS. 10-26(G), 10-29(E), 10-30(D), 10-31(G), and 10-35(C), when executing a jackpot notification performance, the hold display, the first hold memory display area 079SG005D, the second hold memory display area 079SG005U, and the telop display area 079SG005T are made non-displayed, and the images of the jackpot notification performance are displayed in the first display area 079SG005F and the second display area 079SG005Sa). It is characterized by this. According to this feature, since the notification performance is executed in the second display area with not only the operating first display but also the non-operating second display erased, the visibility of the notification performance in the second display area can be further enhanced.

[0025] The gaming machine of form 14 is a gaming machine described in any one of forms 1 to 13, which is capable of variably displaying identification information and is a gaming machine on which a game can be played (for example, pachinko gaming machine 1), sound output means capable of outputting effect sounds (for example, speakers 8L and 8R, and voice synthesis IC 079SG132, voice data ROM 079SG133, and amplifier circuit 079SG134 mounted on voice control board 13), display means including a first display area (for example, first display area 079SG005F) and a second display area (for example, second display area 079SG005Sa) closer to the periphery than the first display area as a display area capable of displaying effect videos, privilege granting means for granting a privilege (for example, jackpot gaming state) (for example, CPU 103), a predetermined effect (for example, reach effect) suggesting that a privilege is granted by displaying an effect video of a character in the first display area and outputting an effect sound by the sound output means along with the display of the effect video of the character, a notification effect (for example, jackpot notification effect and miss notification effect) for notifying whether a privilege is granted after execution of the predetermined effect, and effect execution means (for example, effect control CPU 120) capable of executing an information effect (for example, rotation display of a reservation display in first reservation storage display area 079SG005D and second reservation storage display area 079SG005U shown in FIG. 10-2(B), and movement display of a telop in telop display area 079SG005T shown in FIG. 10-2(C)) related to variable display in the second display area, and includes the display means is capable of changing the visibility of the first display area and the second display area (for example, as shown in modification example 079SG-2, in addition to first display area 079SG005F, a portion capable of reducing the visibility of second display area 079SG005Sa and third display area 079SG005Sb), the effect execution means, During the first period of the predetermined performance, it is possible to display a performance video with a performance progress speed of the first speed in the first display area (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the first half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V1), During the second period of the predetermined performance after the first period, it is possible to display a performance video with a second speed slower than the first speed in the first display area (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in either the first period or the second period, it is possible to output the speed related to the performance sound at the same speed by the sound output means (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the first half and the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the BGM and performance sound, etc. are output from the speakers 8L and 8R at the normal playback speed V4), The visibility of the first display area changes during the notification pre-period from the end of the predetermined performance until the notification performance is executed, but the visibility of the second display area does not change (for example, as shown in FIGS. 10-36 and 10-37 as Modification Example 079SG-2, the visibility of the first display area 079SG005F decreases due to the effect image 079SG005Ea, but the visibility of the second display area 079SG005Sa and the third display area 079SG005Sb does not change), It is characterized by this. According to this feature, although the progress speed of the production video of a predetermined production changes between the first period and the second period, the speed related to the production sound corresponding to the predetermined production does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, by changing the visibility of the first display area during the pre-notification period, it is possible to make it easier for the player to recognize the timing at which the notification production is executed, and it is also possible to prevent the player from having difficulty recognizing the information production because the visibility of the second display area does not change.

[0026] The fifteenth form is the gaming machine described in the fourteenth form, The display means is means capable of generating an image to be displayed, and includes a plurality of drawing layers including a first drawing layer (for example, second image data) capable of drawing an image to be displayed in the first display area and a second drawing layer higher than the first drawing layer and capable of drawing an image to be displayed in the second display area (for example, first image data), and includes image generation means (for example, display control unit 123). By changing the visibility of the image drawn by the image generation means in the first drawing layer, the visibility of the first display area changes (for example, by enlarging and displaying the effect image 079SG005Ea drawn as the image of the second image data as shown in the modified example 079SG-2, the part where the visibility of the first display area 079SG005F changes). It is characterized by this. According to this feature, it is possible to accurately change only the visibility of the first display area without changing the visibility of the second display area.

[0027] The sixteenth form is the gaming machine described in the fifteenth form, The image generation means changes the visibility of the image drawn in the first drawing layer from a specific position away from the area corresponding to the second display area in the first drawing layer toward the area corresponding to the second display area over a predetermined period (for example, as shown in Modification Example 079SG-2, by drawing the effect image 079SG005Ea drawn as the image of the second image data to be enlarged and displayed from the center of the first display area 079SG005F toward the second display area 079SG005Sa or the third display area 079SG005Sb, the part that changes the visibility of the first display area 079SG005F). It is characterized by this. According to this feature, since the change in the visibility of the first drawing layer changes from a specific position toward the area corresponding to the second display area over a predetermined period, it is possible to make it difficult to change the visibility of the area corresponding to the second display area.

[0028] Aspect 17 is a gaming machine according to any one of Aspects 14 to 16, comprising operation detection means (for example, push button 31B) capable of detecting the operations of the player, The effect execution means, is capable of executing the notification effect based on the detection of the player's operation by the operation detection means (for example, the part capable of notifying that it is controlled to the big win gaming state or not controlled to the big win gaming state based on the operation of the push button 31B by the player), is capable of executing an operation promotion effect (for example, an operation promotion effect) that displays an operation promotion image for executing the notification effect in the first display area to promote the player's operation, the visibility of the effect video of the predetermined effect decreases, but the visibility of the operation promotion effect does not decrease (for example, the visibility of the first display area 079SG005F decreases due to the enlarged display of the effect image 079SG005Ea, but the visibility of the operation promotion image 079SG005Ba and the meter 079SG005M displayed as the image of the first image data does not decrease). It is characterized by this. According to this feature, since the operation promotion effect can be emphasized for a predetermined effect, the player can be effectively prompted to perform an operation.

[0029] Form 18 is a gaming machine according to any one of Forms 1 to 17, capable of variably displaying identification information, and is a gaming machine (for example, pachinko gaming machine 1) on which gaming is possible, sound output means (for example, speakers 8L, 8R and voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on voice control board 13) capable of outputting effect sounds, display means (for example, image display device 5) including a first display area (for example, first display area 079SG005F shown in FIG. 10-2(A)) and a second display area closer to the periphery than the first display area (for example, second display area 079SG005Sa) as a display area capable of displaying an effect video, bonus granting means (for example, CPU 103) for granting a bonus (for example, jackpot gaming state), a predetermined effect (for example, reach effect) suggesting that a bonus is granted by displaying a character effect video in the first display area and outputting an effect sound by the sound output means in association with the display of the character effect video; a notification effect for notifying whether a bonus is granted after the end of the predetermined effect; and an information effect (for example, rotation display of the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U shown in FIG. 10-2(B), or movement display of the telop in the telop display area 079SG005T shown in FIG. 10-2(C)) for operating an information display related to the variable display in the second display area, and effect execution means (for example, effect control CPU 120) capable of executing the same, and includes the effect execution means During the first period of the predetermined performance, it is possible to display a performance video with a performance progress speed of the first speed in the first display area (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the first half parts of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the parts where the videos of the respective reach performances are displayed on the image display device 5 at the progress speed V1), During the second period of the predetermined performance after the first period, it is possible to display a performance video with a second speed slower than the first speed in the first display area (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the second half parts of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the parts where the videos of the respective reach performances are displayed on the image display device 5 at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in both the first period and the second period, it is possible to output the speed related to the performance sound at the same speed by the sound output means (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the first half parts and the second half parts of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the parts where BGM, performance sound, etc. are output from the speakers 8L and 8R at the normal playback speed V4), During the pre-notification period from the end of the predetermined performance until the notification performance is executed, it is possible to execute a pre-notification performance (for example, a still image display performance) that displays a specific still image corresponding to the stop of the progress of the predetermined performance being executed in the first display area, The operation of the information display in the second display area continues even during the pre-notification period (for example, as shown in FIGS. 10-20 and 10-21, even during the execution period of the still image display performance, the rotational display of the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U, and the moving display of the telop in the telop display area 079SG005T shown in FIG. 10-2(C) continue), It is characterized by this. According to this feature, although the progress speed of the production video of a predetermined production changes between the first period and the second period, the speed related to the production sound corresponding to the predetermined production does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, by displaying a specific still image in the first display area during the pre-notification period, it is possible to make it easier for the player to recognize that the notification production is being executed. Since the operation of information display in the second display area continues, it is possible to prevent the information production from being difficult to recognize due to the stop of the information display operation.

[0030] Form 19 is a gaming machine according to Form 18, The specific still image is an image obtained by changing the color of the still image of the predetermined production whose progress has been stopped (for example, as shown in FIGS. 10-16 and 10-29(A) to 10-29(B), the part where the color of the still image is inverted when the still image display production is executed in pattern SG-2) It is characterized by this. According to this feature, since the specific still image displayed in the first display area has a color different from that of the still image of the predetermined production, it is possible to make it even easier for the player to recognize that the notification production is being executed.

[0031] Form 20 is a gaming machine according to Form 19, Regarding the image of the information production displayed in the second display area, the color does not change during the pre-notification period (for example, as shown in FIG. 10-29(B), when the still image display production is executed in pattern SG-2, the color of the still image displayed in the first display area 079SG005F is inverted, but the color of the hold display, telop, etc. displayed in the second display area 079SG005Sa and the color of the fourth symbol displayed in the third display area 079SG005Sb do not invert) It is characterized by this. According to this feature, it is possible to prevent the player from having difficulty recognizing the information production when the pre-notification production is executed (since the color of the image of the information production does not change, it is easy to recognize that it is a specific still image whose color has changed).

[0032] The form 21 is a gaming machine described in any one of forms 1 to 20, which is a gaming machine capable of playing games (for example, pachinko gaming machine 1), sound output means capable of outputting production sounds (for example, speakers 8L and 8R and the voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), display means capable of displaying production videos (for example, image display device 5), privilege granting means for granting privileges (for example, jackpot gaming state) (for example, CPU 103), a predetermined production (for example, reach production) that suggests that a privilege is granted by displaying a character production video on the display means and outputting a production sound by the sound output means along with the display of the character production video, and a notification production (for example, jackpot notification production and deviation notification production) for notifying whether a privilege is granted after the execution of the predetermined production. An execution means (production control CPU 120) capable of executing the production, and includes, the predetermined production includes a first section (for example, the first reach production and the third reach production) and a second section (for example, the second reach production and the fourth reach production) after the first section, each of the first section and the second section includes a first period (for example, the first half execution period of the first reach production, the first half execution period of the second reach production, the first half execution period of the third reach production, the first half execution period of the fourth reach production) and a second period (for example, the second half execution period of the first reach production, the second half execution period of the second reach production, the second half execution period of the third reach production, the second half execution period of the fourth reach production) after the first period, the production execution means, in the first period, it is possible to display a production video with a first speed of production progress on the display means (for example, as shown in FIGS. 10-19 to 10-25, during the first half execution period of each of the first reach production, the second reach production, the third reach production, and the fourth reach production, the video of each reach production is displayed on the image display device 5 at the progress speed V1), During the second period, it is possible to display on the display means a production video in which the progress speed of the production is a second speed slower than the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach production, the second reach production, the third reach production, and the fourth reach production, the video of each reach production is displayed on the image display device 5 at the progress speed V2), Regarding the production sound corresponding to the predetermined production, in either the first period or the second period, it is possible to output by the sound output means at the same speed the speed related to the production sound (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach production, the second reach production, the third reach production, and the fourth reach production, the part where BGM, production sound, etc. are output from the speakers 8L and 8R at the normal reproduction speed V4), The predetermined production can be executed in a first pattern that shifts from the first section to the second section after the execution of the first section (for example, the variable display of super reach α3 shown in FIGS. 10-20 and 10-21, and the variable display of super reach β3 shown in FIGS. 10-24 and 10-25), and a second pattern that does not shift to the second section after the execution of the first section and ends (for example, the variable display of super reach α1 and super reach α2 shown in FIGS. 10-18 and 10-19, and the variable display of super reach β1 and super reach β2 shown in FIGS. 10-22 and 10-23). It is characterized by this. According to this feature, the progress speed of the production video of the predetermined production changes between the first period and the second period, but the speed related to the production sound corresponding to the predetermined production does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, whether to execute the predetermined production at the second speed in the first section and shift to the second section, or end the predetermined production without shifting to the second section, or whether to execute the predetermined production at the second speed in the second section and grant a privilege, can attract the player's attention, so the gaming interest can be improved.

[0033] The form 22 is the gaming machine described in the form 21, The production execution means is, An end suggestion effect that suggests that the predetermined effect ends in the first section without transitioning to the second section (for example, an effect in which a friendly character is defeated by an enemy character during the latter half execution period of the first reach effect or the latter half execution period of the third reach effect) can be executed. The end suggestion effect and the predetermined effect when transitioning from the first section to the second section can be executed at the same progress speed (for example, as shown in FIGS. 10-19, 10-20, 10-21, 10-23, 10-24, 10-25, during the latter half execution period of the first reach effect or the latter half execution period of the third reach effect, the part where the effect of a friendly character being defeated by an enemy character and the latter half execution period of the first reach effect or the latter half execution period of the third reach effect are executed at a progress speed V1). When notifying that a privilege is granted in the notification effect, an effect video with a third speed for the progress of the effect can be displayed on the display means during the first notification period of the notification effect, and an effect video with a fourth speed slower than the third speed can be displayed on the display means during a second notification period after the first notification period (for example, as shown in FIGS. 10-18, 10-20, 10-22, 10-24, 10-25 and FIGS. 10-26(E) to 10-26(G), 10-29(C) to 10-29(E), 10-30(B) to 10-30(D), 10-31(E) to 10-31(G), 10-35(A) to 10-35(C), the part where the display of the video when an enemy character falls due to the attack of a friendly character hitting is executed at a progress speed V2). When notifying that no privilege is granted in the notification effect, during the second notification period, an effect video with the third speed can be displayed on the display means without displaying the effect video with the fourth speed (for example, as shown in FIGS. 10-19, 10-21, 10-23, 10-25 and FIGS. 10-27(E) to 10-27(G), 10-30(F) to 10-30(H), 10-32(E) to 10-32(G), 10-35(D) to 10-35(F), the part where the display of the video when a friendly character falls is executed at a progress speed V1). It is characterized by the above. According to this feature, since the progress speed of the predetermined performance when shifting to the second section is the same as the progress speed of the end suggestion performance, it is possible to prevent an excessive increase in the expectation of being given a privilege due to the progress speed when shifting to the second section being different from the progress speed of the end suggestion performance. Also, when it is notified that no privilege is given, since the performance video at the fourth speed is not displayed, it is possible to prevent the dissatisfaction of the player from increasing excessively, thus improving the gaming interest.

[0034] The gaming machine of form 23 is a gaming machine described in any one of forms 1 to 22, which is a gaming machine capable of playing games (for example, pachinko gaming machine 1), sound output means capable of outputting performance sounds (for example, speakers 8L, 8R and the voice synthesis IC 079SG132, voice data ROM 079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), display means capable of displaying performance videos (for example, image display device 5), privilege granting means for granting a privilege (for example, jackpot gaming state) (for example, CPU 103), action detection means capable of detecting the actions of the player (for example, push button 31B), a predetermined performance (for example, reach performance) that suggests that a privilege is granted by displaying a character performance video on the display means and outputting a performance sound by the sound output means along with the display of the character performance video, an action promotion performance (for example, operation promotion performance) that promotes the actions of the player, and a notification performance (for example, jackpot notification performance and miss notification performance) that notifies whether a privilege is granted based on the detection of the player's actions by the action detection means, and an performance execution means (for example, performance control CPU 120) capable of executing them, and includes the performance execution means is During the first period of the predetermined performance, it is possible to display on the display means a performance video in which the progress speed of the performance is the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V1), During the second period of the predetermined performance after the first period, it is possible to display on the display means a performance video in which the progress speed of the performance is a second speed slower than the first speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in both the first period and the second period, it is possible to output by the sound output means at the same speed the speed related to the performance sound (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the part where BGM, performance sound, etc. are output from the speakers 8L and 8R at the normal reproduction speed V4), When the performance video of the predetermined performance is being displayed at the second speed during the second period, it is possible to execute the operation promotion performance (for example, as shown in FIGS. 10-24 and 10-25, the part where the operation promotion performance is executed when the display of the reach performance video is being executed at the progress speed V2 during the execution period of the second half of the fourth reach performance) A gaming machine characterized by the above. According to this feature, although the progress speed of the performance video of the predetermined performance changes between the first period and the second period, the speed related to the performance sound corresponding to the predetermined performance does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Further, since the predetermined performance progresses at the second speed during the execution of the operation promotion performance during the second period, the performance effect of the predetermined performance can be enhanced.

[0035] The gaming machine of Form 24 is the gaming machine described in Form 23, The operation promotion effect includes an effective detection period notification effect (for example, the display of the meter 079SG005M indicating the operation inheritance period of the push button 31B) for notifying an effective detection period for receiving the detection of the player's operation by the operation detection means, When the effective detection period ends, the effect execution means can execute the same notification effect as when the player's operation is detected by the operation detection means within the effective detection period from a timing after the timing at which the effective detection period ends (for example, as shown in FIGS. 10-33(E), 10-34(E), and 10-35(A) to 10-35(F), based on the fact that the operation reception period of the push button 31B has ended or the player has operated the push button 31B, the part for executing the same jackpot notification effect or losing notification effect). A gaming machine characterized by the above. According to this feature, since the notification effect is not executed at a timing before the effective detection period elapses when the operation detection means does not detect the player's operation, it is possible to prevent the player from recognizing whether a privilege is granted during the effective detection period due to the operation detection means not detecting the player's operation.

[0036] The gaming machine of Mode 25 is the gaming machine according to any one of Modes 1 to 24, It is a gaming machine capable of playing games (for example, the pachinko gaming machine 1), Sound output means capable of outputting effect sounds (for example, speakers 8L, 8R, and the voice synthesis IC079SG132, voice data ROM079SG133, and amplifier circuit 079SG134 mounted on the voice control board 13), Display means capable of displaying effect videos (for example, the image display device 5), Privilege granting means for granting a privilege (for example, the jackpot gaming state) (for example, the CPU 103), A predetermined performance (for example, a reach performance) that suggests that a privilege is granted by displaying a production video of a character on the display means and outputting production sound by the sound output means along with the display of the production video of the character, and a notification performance (for example, a big win notification performance and a miss notification performance) that notifies whether a privilege is granted after the end of the predetermined performance. An execution means (for example, a performance control CPU 120) capable of executing is provided with The performance execution means In the first period of the predetermined performance, a production video with a production progress speed of the first speed can be displayed on the display means (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V1). In the second period of the predetermined performance after the first period, a production video with a production progress speed of the second speed slower than the first speed can be displayed on the display means (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V2). Regarding the production sound corresponding to the predetermined performance, in both the first period and the second period, the speed related to the production sound can be output by the sound output means at the same speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution period of the first half and the execution period of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the BGM, production sound, etc. are output from the speakers 8L and 8R at the normal playback speed V4). When notifying that a privilege is granted in the notification performance, it is possible to display on the display means a performance video whose progress speed is the third speed during the first notification period of the notification performance, and a performance video whose progress speed is the fourth speed slower than the third speed during the second notification period after the first notification period (for example, as shown in FIGS. 10-18, 10-20, 10-22, 10-24, and FIGS. 10-26(E) to 10-26(G), FIGS. 10-29(C) to 10-29(E), FIGS. 10-30(B) to 10-30(D), FIGS. 10-31(E) to 10-31(G), FIGS. 10-35(A) to 10-35C), in the jackpot notification performance, the video of the part where the attack of the ally character hits the enemy character is displayed at the progress speed V1, while the video of the part where the enemy character falls is displayed at the progress speed V2), When notifying that no privilege is granted in the notification performance, it is possible to display on the display means a performance video at the third speed without displaying the performance video at the fourth speed during the second notification period (for example, as shown in FIGS. 10-19, 10-21, 10-23, 10-25, and FIGS. 10-27(E) to 10-27(G), FIGS. 10-30(F) to 10-30(H), FIGS. 10-32(E) to 10-32(G), FIGS. 10-35(D) to 10-35(F), the part where the video of the losing notification performance is displayed at the progress speed V1) A gaming machine characterized by the above. According to this feature, the progress speed of the performance video of a predetermined performance changes between the first period and the second period, but the speed related to the performance sound corresponding to the predetermined performance does not change between the first period and the second period, so it is possible to prevent giving a sense of discomfort to the player. Furthermore, when it is notified that a privilege is granted as a notification performance, a performance video with a progress speed of the fourth speed is displayed, so it is possible to impress the player with the fact that a privilege has been granted by the performance video of the notification performance.

[0037] The gaming machine of form 26 is the gaming machine described in form 25, The effect execution means can execute a special effect (for example, a still image display effect in which the color of a still image is inverted (the still image display effect of pattern SG-2) as shown in FIGS. 10-16) only when a privilege is granted during the second period). A gaming machine characterized by this. According to this feature, it is possible to draw attention to whether or not a special effect is executed.

[0038] The gaming machine of form 27 is the gaming machine described in form 26, The privilege granting means can grant a first privilege (for example, a jackpot gaming state of non-probability variable jackpot) and a second privilege (for example, a jackpot gaming state of probability variable jackpot) that is more advantageous to the player than the first privilege as the privilege, After once notifying that no privilege is granted in the notification effect, the effect execution means can execute a special effect (for example, a resurrection effect shown in Modification Example 079SG-4) for notifying that a privilege is granted, When it is notified that the special effect is executed during the second period and a privilege is granted in the notification effect, the second privilege is granted (for example, when the still image display effect is executed in pattern SS-2 and the jackpot notification effect is executed, it is controlled to the jackpot gaming state of probability variable jackpot), When the special effect is executed during the second period and it is notified that no privilege is granted in the notification effect and then the special effect is executed, the first privilege or the second privilege is granted (for example, as shown in Modification Example 079SG-4, when the still image display effect is executed in pattern SS-2 and the miss notification effect is once executed and then the resurrection effect is executed, there are cases where it is controlled to the jackpot gaming state of non-probability variable jackpot and cases where it is controlled to the jackpot gaming state of probability variable jackpot), A gaming machine characterized by this. According to this feature, after the special effect is executed, it is possible to draw the player's attention to whether or not a privilege is notified in the notification effect, so that the gaming interest can be improved.

[0039] The gaming machine of form 28 is a gaming machine described in any one of forms 1 to 27, which is a gaming machine (e.g., pachinko gaming machine 1) capable of playing a game, and includes sound output means (e.g., speakers 8L, 8R, and voice synthesis IC 079SG132, voice data ROM 079SG133, and amplifier circuit 079SG134 mounted on voice control board 13) capable of outputting performance sounds, display means (e.g., image display device 5) capable of displaying performance videos, bonus awarding means (e.g., CPU 103) for awarding a bonus (e.g., jackpot gaming state), action detection means (e.g., push button 31B) capable of detecting the actions of a player, a predetermined performance (e.g., reach performance) suggesting that a bonus is awarded by displaying a character performance video on the display means and outputting a performance sound by the sound output means along with the display of the character performance video, an operation promotion performance (e.g., operation promotion performance) that displays any one of a plurality of operation promotion images including a first operation promotion image (e.g., operation promotion image 079SG005Ba) and a second operation promotion image (e.g., operation promotion image 079SG005Bb) different from the first operation promotion image on the display means to prompt the actions of the player, and notification performance (e.g., jackpot miss notification performance) for notifying whether a bonus is awarded based on the detection of the actions of the player by the action detection means, which can be executed by performance execution means (e.g., performance control CPU 120), and is provided with the performance execution means is capable of displaying, on the display means, a performance video whose performance progress speed is a first speed during a first period of the predetermined performance (e.g., as shown in FIGS. 10-19 to 10-25, during the execution periods of the first half parts of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the videos of the respective reach performances are displayed on image display device 5 at a progress speed V1), In the second period of the predetermined performance after the first period, a performance video with a second speed slower than the first speed can be displayed on the display means (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the video of each reach performance is displayed on the image display device 5 at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, in either the first period or the second period, the speed related to the performance sound can be output by the sound output means at the same speed (for example, as shown in FIGS. 10-19 to 10-25, during the execution periods of the first half and the second half of each of the first reach performance, the second reach performance, the third reach performance, and the fourth reach performance, the BGM and performance sounds are output from the speakers 8L and 8R at the normal playback speed V4), The operation promotion performance can be executed after the start of the second period (for example, as shown in FIGS. 10-24 and 10-25, the operation promotion performance is executed during the execution period of the second half of the fourth reach performance), When the operation promotion performance is executed by the first operation promotion image, the first operation promotion image is displayed while the performance video of the predetermined performance is visibly displayed on the display means (for example, as shown in FIG. 10-33, when the operation promotion image 079SG005Ba is displayed, the effect image 079SG005E having a transmittance is also displayed, so that the player can visually recognize the battle performance through the effect image 079SG005E), When executing the operation promotion effect using the second operation promotion image, in the display means, while displaying the effect video of the predetermined effect in a more difficult-to-view manner than when the first operation promotion image is displayed, the second operation promotion image is displayed in a display area wider than the display area of the first operation promotion image (for example, as shown in FIG. 10-34, when displaying an operation promotion image 079SG005Bb that is larger in size than the operation promotion image 079SG005Ba, due to the transmittance of the operation promotion image 079SG005Bb being 0%, the visibility of the battle effect is lower than when the operation promotion image 079SG005Ba is displayed), The ratio at which a privilege is granted when the second operation promotion image is displayed is higher than when the first operation promotion image is displayed (for example, as shown in FIG. 10-17, the ratio at which the variable display result is a big win when the operation promotion image 079SG005Bb is displayed is lower than the ratio at which the variable display result is a big win when the operation promotion image 079SG005Ba is displayed). A gaming machine characterized by the above. According to this feature, although the progress speed of the effect video of the predetermined effect changes between the first period and the second period, the speed related to the effect sound corresponding to the predetermined effect does not change between the first period and the second period. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, since the player can be made to pay attention to which of the first operation promotion image and the second operation promotion image is displayed as the operation promotion effect, the gaming interest can be improved.

[0040] The gaming machine of Form 29 is the gaming machine described in Form 28, During the display of the first operation promotion image, the effect execution means can display on the display means the effect video of the predetermined effect whose progress speed is the second speed (for example, as shown in FIGS. 10-24, 10-25, and 10-33(C) to 10-33(E), when displaying the operation promotion image 079SG005Ba as the operation promotion effect, during the display of the operation promotion image 079SG005Ba, the display of the effect video of the battle effect is executed at the progress speed V2). A gaming machine characterized by the above. According to this feature, since the production video of a predetermined production is displayed at the second speed during the display of the first operation promotion image, the gaming interest can be improved.

[0041] The gaming machine of form 30 is a gaming machine described in any one of forms 1 to 29, The production execution means is, As the predetermined production, it is possible to execute a first predetermined production (for example, a first reach production and a third reach production) and a second predetermined production (for example, a second reach production and a fourth reach production), and after the execution of a first specific section (for example, the first half execution period of the first reach production and the first half execution period of the third reach production) in the first predetermined production, it is possible to shift to a second specific section (for example, the second half execution period of the first reach production and the second half execution period of the third reach production) that is later than the first specific section. The predetermined production can be executed by a first specific pattern (for example, the variable display of super reach α1 shown in FIGS. 10-18 and super reach β1 shown in FIGS. 10-22) that notifies the granting of a privilege without shifting to the second specific section after the execution of the first specific section of the first predetermined production, a second specific pattern (for example, the variable display of super reach α3 shown in FIGS. 10-20 and 10-21 and super reach β3 shown in FIGS. 10-24 and 10-25) that shifts to the second predetermined production after the execution of the first specific section and the second specific section of the first predetermined production, and a third specific pattern (for example, the variable display of super reach α2 shown in FIG. 10-19 and super reach β2 shown in FIG. 10-23) that ends the predetermined production after the execution of the first specific section and the second specific section of the first predetermined production. When transitioning from the first specific section to the second specific section of the first predetermined performance and when transitioning from the second specific section of the first predetermined performance to the second predetermined performance, a performance video with a performance progress speed of the second speed is displayed on the display means (for example, as shown in FIGS. 10-18 to 10-25, when transitioning from the first half execution period of the first reach performance to the second half execution period of the first reach performance, when transitioning from the second half execution period of the first reach performance to the first half execution period of the second reach performance, when transitioning from the first half execution period of the third reach performance to the second half execution period of the third reach performance, when transitioning from the second half execution period of the third reach performance to the first half execution period of the fourth reach performance, the part where the performance video of each reach performance is executed at the progress speed V2), Regarding the performance sound corresponding to the predetermined performance, the speed related to the performance sound is output at the same speed in both the first specific section and the second specific section of the first predetermined performance and the second predetermined performance (for example, as shown in FIGS. 10-18 to 10-25, when transitioning from the first half execution period of the first reach performance to the second half execution period of the first reach performance, when transitioning from the second half execution period of the first reach performance to the first half execution period of the second reach performance, when transitioning from the first half execution period of the third reach performance to the second half execution period of the third reach performance, when transitioning from the second half execution period of the third reach performance to the first half execution period of the fourth reach performance, the part where BGM and sound effects are output from the speakers 8L and 8R at the playback speed V4 without change from other periods) A gaming machine characterized by the above. According to this feature, the progress speed of the performance video of the predetermined performance changes when transitioning from the first specific section to the second specific section of the first predetermined performance and when transitioning from the second specific section to the second predetermined performance, but the output speed of the performance sound corresponding to the predetermined performance does not change when transitioning from the first specific section to the second specific section of the first predetermined performance and when transitioning from the second specific section to the second predetermined performance. Therefore, it is possible to prevent giving a sense of discomfort to the player. Furthermore, by changing the progress speed of the performance video of the predetermined performance to the second speed, it is possible to make it easier for the player to recognize the branch of the predetermined performance.

[0042] (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.

[0043] (Configuration, etc. of the pachinko gaming machine 1) FIG. 1 is a front view of the pachinko gaming machine 1, showing the layout of the main members. The pachinko gaming machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface, and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0044] 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 the updated display of a plurality of symbols, the scroll display of a plurality of symbols, the deformation of one or more symbols, and the 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.

[0045] 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 the variable display of the special symbol.

[0046] Near the center of the game area on the game board 2, an image display device 5 is provided. 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.

[0047] 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, the 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] The winning ball device 6A forms, for example, 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, three) of prize balls are paid out, and the first special figure game can be started.

[0053] 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 the closed state). On the other hand, the variable winning ball device 6B is in an open state where game balls can enter the second starting winning port when the movable wing pieces are in the tilted position when the solenoid 81 is in the on state (it is also said that the second starting winning port is in the open state). When a game ball enters the second starting winning port, a predetermined number (for example, three) 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 the one equipped with an electric tulip-type accessory.

[0054] 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, ten) of game balls are paid out as prize balls.

[0055] 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.

[0056] As an example, in the special variable winning ball device 7, when the solenoid 82 (for the big winning opening door, for the special electric accessory) is in the off state, the big winning opening door closes the big winning opening, and the 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 the on state, the big winning opening door opens the big winning opening, and the game balls can easily enter the big winning opening.

[0057] 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.

[0058] 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.

[0059] At a predetermined position on the game board 2 (in the example shown in FIG. 1, the lower left of the game area), a normal symbol display 20 is provided. 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 called a normal symbol game.

[0060] To the right of the image display device 5, a passage gate 41 through which game balls can pass is provided. Based on the game balls passing through the passage gate 41, a normal symbol game is executed.

[0061] 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 on hold, which is the number of normal symbol hold memories, by the number of lit LEDs.

[0062] On the surface of the game board 2, in addition to the above configuration, a windmill and a number of obstacle pins for changing the flow direction and speed of the game balls are provided. 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.

[0063] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the game machine frame 3. A main lamp 9a is provided above the image display device 5 in the game machine frame 3, 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.

[0064] 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. A movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame lamp 9b, and the attacker lamp 9c described above may be collectively referred to as the game effect lamp 9. Incidentally, these main lamp 9a, frame lamp 9b, attacker lamp 9c, and movable body lamp 9d are configured to include LEDs.

[0065] 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 into the game area by a hitting and launching device is provided.

[0066] 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 can hold (store) the gaming balls paid out as prize balls or the gaming balls lent out by a predetermined ball lending machine so as to supply them to the hitting ball launching device. Note that, separately from the upper tray, the gaming machine frame 3 may be provided with a payout section (hitting ball supply tray) where prize balls are paid out when the upper tray is full.

[0067] At a predetermined position of the gaming machine frame 3 below the gaming area, a stick controller 31A that can be gripped 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).

[0068] At a predetermined position of the gaming machine frame 3 below the gaming area, there is provided a push button 31B that enables the player to perform a predetermined instruction operation such as a pressing operation. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 3).

[0069] In the pachinko gaming machine 1, the stick controller 31A and the 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.

[0070] 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 lock switch for switching to a setting change state or a setting confirmation state. The setting changeover switch 52 functions as a setting switch for changing 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.

[0071] 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 open, when visually recognizing the main board 11.

[0072] The display monitor 29 can display winning information such as, for example, 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 chew) 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.

[0073] 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.

[0074] In the pachinko game machine 1, a security cover 500A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. The security cover 500A 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 500A is a substantially L-shaped member including a short piece 500Aa and a long piece 500Ab, and may be composed of a synthetic resin having transparency.

[0075] (Overview of Game Progression) When a player rotates the hitting operation handle 30 provided in the pachinko game machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, the normal symbol game by the normal symbol display 20 starts. If the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution or the like (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be executed immediately), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).

[0076] In this normal symbol game, if a specific normal symbol (normal winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal win". On the other hand, as the determined normal symbol, if a normal symbol other than the normal winning symbol (normal losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal loss". When it is "normal win", opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period (the second start winning opening becomes open).

[0077] When a game ball enters the first start winning opening formed in the winning ball device 6A, the first special symbol game by the first special symbol display device 4A starts.

[0078] When a game ball enters the second start winning opening formed in the variable winning ball device 6B, the second special symbol game by the second special symbol display device 4B starts.

[0079] If a game ball enters (wins) the start winning opening during the period of the execution of the special symbol game or during the period controlled to be in the big win game state or small win game state described later (when a start win occurs but the special symbol game based on the start win cannot be executed immediately), the execution of the special symbol game based on the entry is held until a predetermined upper limit number (for example, 4).

[0080] In the special figure game, if a specific special figure (a 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 (a 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 (a losing figure, for example, "-") is stopped and displayed, it is a "loss".

[0081] 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 for the player. After the display result in the special figure game becomes a "small win", it is controlled to the small win game state.

[0082] 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 it reaches a predetermined upper limit number of times (15 times or 2 times).

[0083] In the big win game state, the player can obtain bonus 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 rounds there are in the big win game state and the longer the opening upper limit period is, the more advantageous it is for the player.

[0084] In addition, a jackpot type is set for the "big win". For example, multiple types of opening modes of the big winning opening (number of rounds and opening upper limit period) and game states after the big win game state (normal state, time-limited state, probability-variable state, etc.) are prepared, and the jackpot type is set accordingly. As the jackpot type, there may be provided a jackpot type where a large number of prize balls can be obtained, a jackpot type with few prize balls, or a jackpot type where almost no prize balls can be obtained.

[0085] In the small win game state, the big winning opening formed by the special variable winning ball device 7 becomes an open state 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 becomes an open state. Note that, similar to the jackpot type, a small win type may also be provided for the "small win".

[0086] After the big win game state ends, depending on the above-mentioned jackpot type, it may be controlled to a time-limited state or a probability-variable state.

[0087] In the time-limited state, control (time-limiting control) to shorten the average special pattern variation time (the period during which the special pattern varies) compared to the normal state is executed. In the time-limited state, control (high-opening control, high-base control) to make it easier for game balls to enter the second start winning opening is also executed, such as shortening the average normal pattern variation time (the period during which the normal pattern varies) compared to the normal state or increasing the probability of "normal pattern win" in the normal pattern 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.

[0088] In the probability-variable state (probability variation state), in addition to the time-limiting control, probability-variable control to increase the probability that the display result becomes a "big win" compared to the normal state is executed. 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.

[0089] The time-saving state and the probability-variable state continue until any one of the end conditions, such as that a predetermined number of special figure games have been executed and that the next jackpot game state has started, is satisfied first. What has the execution of a predetermined number of special figure games as an end condition is also called "running out of times" (time-saving when running out of times, probability-variable when running out of times, etc.).

[0090] The normal state refers to a game state other than advantageous states such as the jackpot game state advantageous to the player, special states such as the time-saving 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 normal figure game becomes "normal figure win" and the probability that the display result in the special 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).

[0091] The state in which the probability-variable control is being executed is also called the high-probability state, and the state in which the probability-variable control is not being executed is also called the low-probability state. The state in which the time-saving control is being executed is also called the high-base state, and the state in which the time-saving control is not being executed is also called the low-base state. By combining these, the time-saving state is also said to be the low-probability high-base state, the probability-variable state is the high-probability high-base state, the normal state is 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.

[0092] After the small jackpot game state ends, the game state is not changed, and the game is continuously controlled in the game state before the display result of the special figure game becomes "small jackpot" (however, when the special figure game at the time of "small jackpot" is the special figure game of the above-mentioned predetermined number at the above-mentioned running out of times, the game state is naturally changed). Note that the display result of the special figure game may not be "small jackpot".

[0093] Note that the game state may change based on the fact that a game ball has passed through a specific area (for example, a specific area inside the big winning hole) 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.)

[0094] 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. The said effects are performed by displaying various effect images on the image display device 5. In addition to or instead of the said display, they may also be performed as effects using audio 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.

[0095] 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 corresponding to the start of the first special figure game or the second special figure game. At the timing when the display result (also referred to as the determined special symbol) 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).

[0096] 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, etc.

[0097] In addition, a reach effect is executed corresponding to 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 with different ratios (also called jackpot reliability and jackpot expectancy) of the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becoming a "jackpot" according to the effect mode are executed. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0098] 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".

[0099] 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 upgrading effect that finally becomes a "probability-variable big win" may be executed.

[0100] 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 a common determined decorative pattern may be derived and displayed when the display result of the special figure game becomes a "big win" of some big win types (big win types in a big win gaming state in the same mode as the small win gaming state) and when it becomes a "small win".

[0101] When the display result of the special figure game is "loss", 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 confirmed 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 "loss", 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 confirmed decorative pattern of a predetermined reach combination that is not a jackpot combination (also referred to as "reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "reach loss").

[0102] 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 announcing the jackpot reliability is executed during the variable display of the decorative pattern. The preview effect includes a preview effect for announcing the jackpot reliability in the variable display being executed and a pre-reading preview effect for announcing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the pre-reading preview effect, 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.

[0103] Also, in the image display device 5, a pseudo-continuous effect may be executed that makes a single variable display appear to be 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.

[0104] Even during the jackpot gaming state, a jackpot in-play effect that notifies the jackpot gaming state is executed. As the jackpot in-play effect, an effect that notifies 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 the minor win gaming state, a minor win in-play effect that notifies the minor win gaming state is executed. Note that, by executing a common effect during the minor win gaming state and the jackpot gaming state of some jackpot types (jackpot types of the jackpot gaming state in the same mode as the minor win gaming state, for example, jackpot types that make the subsequent gaming state a high-probability state), it may be made impossible for the player to tell whether the current state is the minor win gaming state or the jackpot gaming state. In such a case, by executing a common effect after the end of the minor win gaming state and after the end of the jackpot gaming state, it may be made impossible to distinguish whether it is a high-probability state or a low-probability state.

[0105] 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).

[0106] (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 equipped. 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.

[0107] 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.

[0108] The main board 11 is a control board on the main side 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, minor jackpot 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.

[0109] 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.

[0110] The CPU 103 performs processing for controlling the progress of the game (processing for realizing the functions of the main board 11) by executing the 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, and 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 is stopped. 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.

[0111] The random number circuit 104 incrementally counts numerical data indicating various random 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.

[0112] 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).

[0113] 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.

[0114] 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 putting control circuits such as the game control microcomputer 100 into an operation stop state, and it may be output using any one of a power supply monitoring circuit, a built-in IC of 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.

[0115] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning opening door.

[0116] The main board 11 is connected with a display monitor 29, a display changeover switch 31, a setting key 51, a setting changeover switch 52, and a door open sensor 90. The door open sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.

[0117] 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 variation 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.

[0118] 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.

[0119] The effect control board 12 is equipped with an effect control CPU 120, a ROM 121, a RAM 122, a display control section 123, a random number circuit 124, and an I / O 125.

[0120] The performance control CPU 120 performs processing for executing performances together with the display control unit 123 (processing for realizing the above functions of the performance control board 12, including determination of performances to be executed, etc.) by executing programs stored in the ROM 121. 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.

[0121] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals (signals output when an operation by a player is detected, and signals appropriately indicating the operation content) from the controller sensor unit 35A or the push sensor 35B.

[0122] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on an instruction to execute a performance from the performance control CPU 120.

[0123] 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 performance control CPU 120, 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 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 a drive circuit that drives the movable body 32.

[0124] 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.

[0125] 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 lights / extinguishes 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.

[0126] 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.

[0127] The random number circuit 124 countably updates the numerical data indicating various random 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).

[0128] 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).

[0129] 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 as in the pachinko gaming machine 1, or one sub-board may be configured to have a plurality of functions.

[0130] (Operation) Next, the operation (function) of the pachinko gaming machine 1 will be described.

[0131] (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 game control main process is executed by the CPU 103. FIG. 4 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.

[0132] In the game control main 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.

[0133] 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 in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102 serving as the backup RAM for game control. In step S3, it may be determined whether the recovery condition can be satisfied by checking or inspecting the presence or absence of backup data and data errors.

[0134] When the recovery condition is satisfied (step S3; Yes), after executing the recovery process (step S4), the 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 at the time when power supply was stopped is restored. For example, if the special symbol was in the middle of variation, it is sufficient that the variation of the special symbol can be resumed from the state before the stop.

[0135] 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 initial values are set in the work area by executing the clearing process.

[0136] 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.

[0137] When the setting confirmation condition is satisfied in the setting confirmation process of step S5, the pachinko game 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 game 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.

[0138] When the pachinko gaming machine 1 is in the setting confirmation state, it may be set to a game stop state in which the progress of the game on the pachinko gaming machine 1 is stopped. 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 also, in 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 a display corresponding to a game stop state different from the losing symbol. When the setting confirmation state ends, the accompanying game stop state may also end.

[0139] 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 in the on operation when power supply is started. The setting change condition may include that the clear signal is in the on state.

[0140] 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 value 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 value is displayed on the display monitor 29, and each time the operation of the setting change switch 52 is detected, the numerical value displayed on the display monitor 29 is sequentially updated and displayed. Then, based on the fact that the setting key 51 is turned off by the operation of a casino staff or the like, the set value displayed on the display monitor 29 is 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.

[0141] 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.

[0142] On the performance control board 12 side, 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.

[0143] 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, if 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 together, and it is 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 together, and it is possible to control to the setting confirmation state. When the power supply is started, if the detection signal from the door open sensor 90 is off, or if 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.

[0144] 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.

[0145] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes the game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first determines 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 by executing predetermined switch processing (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 start wins, etc.), probability variation information (information indicating the number of times the probability variation state has occurred, etc.) supplied to a hall management computer installed outside the pachinko game machine 1 is output (step S23).

[0146] Following the information output processing, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing at each timer interrupt, the execution and hold management of the special symbol game, the control of the jackpot game state and the minor jackpot game state, the control of the game state, etc. are realized.

[0147] Following the special symbol process processing, normal symbol process processing is executed (step S26). By the CPU 103 executing the normal symbol process processing at each 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.

[0148] 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 is performed to transmit the transmitted and set effect control command to a sub-control board such as the effect control board 12. After executing the command control processing, interrupts are permitted and then the game control timer interrupt process is terminated.

[0149] 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).

[0150] In the start winning determination process, a process of detecting the occurrence of a start winning, storing hold information in a predetermined area of the RAM 102, and updating the hold memory 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 hold 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 hold information and the hold memory count, transmission settings are made for transmitting an effect control command for designating the determination results such as the occurrence of a start winning, the hold memory count, and the pre-reading determination to the effect control board 12. 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.

[0151] 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 made.

[0152] 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 in the case of a "big win", which big win type, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the special symbol normal process, corresponding to the determined display result, 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. 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 order of winning of the game balls into the first start winning opening and the second start winning opening may be memorized, and the start conditions of the special drawing game may be made to hold in the order of winning (also referred to as winning order digestion).

[0153] 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.

[0154] 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". 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.

[0155] 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), and the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.

[0156] 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, etc. 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.

[0157] The special symbol stop process in step S113 is executed when the value of the special drawing 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 drawing 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 drawing process flag is updated to "8". Also, when the display result is "loss", the value of the special drawing process flag is updated to "0". When the display result is "small win" or "loss", and when it is under control in the time-saving state or the probability-variable state and the end of the count-down is established, the game state is also updated. When the value of the special drawing process flag is updated, the special symbol stop process ends.

[0158] The pre-big-win release process in step S114 is executed when the value of the special drawing process flag is "4". This pre-big-win release process includes processes for starting the execution of a round and setting the big winning opening to the open state in the big win game 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, the upper limit period for opening the big winning opening and the upper limit number of times of executing the round are set according to the type of big win. When these settings are completed, the value of the special drawing process flag is updated to "5", and the pre-big-win release process ends.

[0159] The jackpot release in - process processing of step S115 is executed when the value of the special drawing process flag is "5". This jackpot release in - process processing includes processing for measuring the elapsed time since the big winning opening is opened, and processing for 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 processing such as stopping the supply of the solenoid drive signal to the solenoid 82 for the big winning opening door, the value of the special drawing process flag is updated to "6", and the jackpot release in - process processing ends.

[0160] The post - jackpot release processing of step S116 is executed when the value of the special drawing process flag is "6". This post - jackpot release processing includes processing for determining whether the number of executions of the round in which the big winning opening is in the open state has reached the set upper limit number of executions, and processing for making settings to end the jackpot game state when the upper limit number of executions is reached. When the number of executions of the round has not reached the upper limit number of executions, the value of the special drawing process flag is updated to "5", while when the number of executions of the round has reached the upper limit number of executions, the value of the special drawing process flag is updated to "7". When the value of the special drawing process flag is updated, the post - jackpot release processing ends.

[0161] The jackpot end processing of step S117 is executed when the value of the special drawing process flag is "7". This jackpot end processing includes processing for 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 processing for making various settings for starting the probability - variable control and time - shortening control in response to the end of the jackpot game state. When such settings are made, the value of the special drawing process flag is updated to "0", and the jackpot end processing ends.

[0162] The pre-small-win-opening processing in step S118 is executed when the value of the special figure process flag is "8". This pre-small-win-opening processing includes processing such as setting the big winning opening to the open state in the small-win gaming state based on the fact that the display result is "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening processing ends.

[0163] The small-win-opening-in-progress processing in step S119 is executed when the value of the special figure process flag is "9". This small-win-opening-in-progress processing includes processing 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 small-win-opening-in-progress processing ends.

[0164] The small-win-ending processing in step S120 is executed when the value of the special figure process flag is "10". This small-win-ending processing includes processing such as waiting until the waiting time corresponding to the period during which the production 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 entered 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-ending processing ends.

[0165] 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 special symbol normal 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 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.

[0166] Figure 7 shows a configuration example of the display result determination table. Figure 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 Figure 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, according to the set value, a winning 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. 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.

[0167] 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 figure display result of "big win" than when it is in the normal state or the time shortening 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 shortening state.

[0168] In the first special figure 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 figure display result as "small win" and controlling it to the small win game state becomes the same value. In the second special figure 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 figure display result as "small win" and controlling it to the small win game state becomes a different same value from that in the first special figure display result determination table. Note that the probability of determining to control the special figure 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 figure, the probability of determining to control the special figure display result as "small win" and controlling it to the small win game state may be set as the same probability.

[0169] In the first special figure display result determination table and the second special figure display result determination table, when the game state is the normal state or the time shortening 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, the numerical range corresponding to each set value from 1238 is continuously set as the non-common numerical range of the big win determination values from the common numerical range of the big win determination values.

[0170] 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 hit determination values is set as the common numerical range of the big hit determination values for determining a big hit regardless of the setting value. When the setting value is 1, since the range from 1020 to 1346 is assigned to "big hit", only the common numerical range of the big hit determination values for determining a big hit is set. On the other hand, when the setting value is from 2 to 6, the numerical range corresponding to each setting value starting from 1346 is set as the non-common numerical range of the big hit determination values so as to be continuous from the common numerical range of the big hit determination values.

[0171] 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 hit determination values is set as the common numerical range of the small hit determination values for determining a small hit regardless of the setting 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 setting 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 setting value.

[0172] In the first special figure display result determination table, when the game state is the probability variable state, similar to the case when the game state is the normal state or the time reduction state, the range from 32767 to 33094 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 setting 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 setting 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 setting value.

[0173] In the display result determination table for the second special figure, 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.

[0174] In the display result determination table for the second special figure, 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.

[0175] The number of set values that can be set in 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 in the pachinko gaming machine 1, the more advantageous it is for the player. The game performance may be changed according to the set value set in the pachinko gaming machine 1. For example, when the set value set in the pachinko gaming machine 1 is 1, the game performance is such that the jackpot probability in the normal state is 1 / 320 and the probability of entering the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and while the game state after the end of the jackpot game is controlled to the probability variation state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the jackpot game, the rate at which the game ball passes through the predetermined switch during the jackpot game varies according to the variable special figure (so-called V probability variation type). When the set value set in the pachinko gaming machine 1 is 3, the jackpot probability is 1 / 320 and the small win probability is 1 / 50, and the game performance may be such that the game state is controlled to the jackpot game state based on the game ball passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control). When the set value set in the pachinko gaming machine 1 is any one of 1 to 3, the game 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 in the pachinko gaming machine 1 is any one of 4 to 6). When changing the game 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 game switch (a switch for controlling the game state to the probability variation state or the jackpot game state based on the game ball passing through the predetermined switch).

[0176] 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.

[0177] (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 driving the movable body 32 to return to the initial position and performing a predetermined operation confirmation, are executed.

[0178] 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 settings 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.

[0179] 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 that occurs when the effect control INT signal from the main board 11 becomes ON. When an interrupt occurs 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 issue an interrupt prohibition command (DI command). In response to an interrupt caused by the effect control INT signal becoming ON, the effect control CPU 120 executes, for example, a predetermined command reception interrupt process. 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.

[0180] If the timer interrupt flag is ON in step S73 (step S73; Yes), the timer interrupt flag is cleared to be OFF (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various 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, 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.

[0181] 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.

[0182] 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.

[0183] 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.

[0184] 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.

[0185] 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.

[0186] 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, and the execution start timing 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 and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0187] 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 symbols by instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the sound control board 13 to output sound and 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, in response to reading an end code indicating the end of the variable display of the decoration symbols from the performance control pattern, or receiving a command specifying to stop displaying the determined decoration symbol from the main board 11, the determined decoration symbol that is the display result of the decoration symbol is stopped from being displayed. When the determined decoration symbol is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0188] The waiting process for each special symbol in step S173 is a process executed when the value of the performance process flag is "3". In this waiting process for each special symbol, the performance control CPU 120 determines whether it has received a performance control command specifying the start of a big win game state or a small win game state from the main board 11. When it receives a performance control command specifying the start of a big win game state or a small win game state, 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 waiting time for receiving the command has elapsed 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 loss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the waiting process for each special symbol ends.

[0189] The small win in-play rendering process in step S174 is a process executed when the value of the rendering process flag is "4". In this small win in-play rendering process, the rendering control CPU 120 sets, for example, a rendering control pattern corresponding to the rendering content in the small win gaming state, and executes various rendering controls in the small win gaming state based on the set content. Also, in the small win in-play rendering 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 rendering process flag is updated to "5", which is a value corresponding to the small win end rendering, and the small win in-play rendering process is terminated.

[0190] The small win end rendering process in step S175 is a process executed when the value of the rendering process flag is "5". In this small win end rendering process, the rendering control CPU 120 sets, for example, a rendering control pattern corresponding to the end of the small win gaming state, and executes various rendering controls at the end of the small win gaming state based on the set content. After that, the value of the rendering process flag is updated to the initial value "0", and the small win end rendering process is terminated.

[0191] The big win in-play rendering process in step S176 is a process executed when the value of the rendering process flag is "6". In this big win in-play rendering process, the rendering control CPU 120 sets, for example, a rendering control pattern corresponding to the rendering content in the big win gaming state, and executes various rendering controls in the big win gaming state based on the set content. Also, in the big win in-play rendering 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 rendering process flag is updated to "7", which is a value corresponding to the ending rendering process, and the big win in-play rendering process is terminated.

[0192] 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 jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set content. Thereafter, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0193] (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 gist of the present invention.

[0194] The pachinko gaming machine 1 in the above basic explanation was a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning, but it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0195] 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, it may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).

[0196] In the above basic explanation, the pachinko gaming machine 1 was shown as the gaming machine, but a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) capable of executing a game in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player can also be applied to the present invention.

[0197] 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.

[0198] Also, the execution form of the game is not limited to only the form of being executed by attaching a detachable recording medium, but may also 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 of directly executing 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 of executing the game by exchanging data with other computer devices or the like via a network.

[0199] 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%".

[0200] (Description regarding the feature part 079SG) Next, the feature part 079SG (hereinafter abbreviated as this feature part 079SG) in the embodiment of the present invention will be described. FIG. 10-1 is a configuration diagram showing various control boards and the like mounted on the pachinko game machine 1 in this feature part 079SG. As shown in FIG. 10-1, on the audio control board 13 in this feature part 079SG, there are an audio synthesis IC 079SG132 that generates the sound (performance sound) output from the speakers 8L and 8R in cooperation with the performance control CPU 120, an amplifier circuit (amplifier) 079SG134 that amplifies the output sound of the sound generated by the audio synthesis CI 079SG132, and an audio data ROM 079SG133. The performance control CPU 120 outputs sound number data to the audio synthesis IC 079SG132 based on the performance control command from the main board 11, and causes the audio synthesis IC 079SG132 to generate the sound corresponding to the sound number data.

[0201] When the audio synthesis IC 079SG132 receives the sound number data from the performance control CPU 120, it individually generates the voice and sound effects corresponding to the input sound number data for each of the speakers 8L and 8R and outputs them to the amplifier circuit 079SG134. The amplifier circuit 079SG134 amplifies the voice and sound effects output from the audio synthesis IC 079SG132 and outputs them to each of the speakers 8L and 8R.

[0202] The audio data ROM 079SG133 stores the control data for each of the speakers 8L and 8R for outputting the sound corresponding to the performance implemented by the performance command corresponding to the sound number data in association with the sound number data. That is, these control data are a collection of data including audio data in which the output modes (frequency characteristics, timing (delay), etc.) of the sound effects and BGM (music) and other sounds output from each of the speakers 8L and 8R during the performance period (for example, the variable display period of the decoration pattern) are described in time series.

[0203] Figure 10-2(A) is an explanatory diagram showing the image display device 5 in this feature section 079. The display area of the image display device 5 in this feature section 079SG is formed in a rectangular shape with a height L and a left-right width L when viewed from the front. Most of the display area constitutes a first display area 079SG005F for displaying effects such as variable display of decorative patterns, reach effects, operation promotion effects and still image display effects described later. Also, the lower end portion of the image display device 5 includes a first hold memory display area 079SG005D capable of displaying the number of first special figure hold memories as the number of white circular hold displays, a second hold memory display area 079SG005U capable of displaying the number of second special figure hold memories as the number of white circular hold displays, and a telop display area 079SG005T capable of displaying a telop indicating the game state, and constitutes a second display area 079SG005Sa.

[0204] That is, among the entire display area of the image display device 5, the portion excluding the second display area 079SG005Sa and the third display area 079SG005Sb is the first display area 079SG005F.

[0205] In addition, the second display area 079SG005Sa and the third display area 079SG005Sb are display areas for displaying game-related information (hold display, telop display, display of the fourth symbol, display of the hold memory number) at the peripheral portion of the display area of the image display device 5 rather than the first display area 079SG005F. That is, the second display area 079SG005Sa and the third display area 079SG005Sb in this feature section 079SG are also UI (user interface) display areas in the pachinko machine 1.

[0206] And the upper right end portion of the image display device 5 constitutes a third display area 079SG005Sb including a fourth symbol 079SG005J indicating that the variable display of the special symbol is in progress, and the display of the number of first special figure hold memories and the display of the number of second special figure hold memories.

[0207] Among these, the second display area 079SG005Sa is formed in a rectangular shape when viewed from the front. Its height is formed to be less than half of the height H of the entire display area of the image display device 5, and its left - right width is formed to be the same as the left - right width L of the entire display area of the image display device 5. Also, the third display area 079SG005Sb is formed in a rectangular shape when viewed from the front, but its height and left - right width are formed to be extremely shorter than the height H and the left - right width L of the entire display area of the image display device 5.

[0208] For this reason, in this feature part 079SG, the area of the first display area 079SG005F in the entire display area of the image display device 5 is wider than the combined area of the second display area 079SG005Sa and the third display area 079SG005Sb.

[0209] As shown in FIG. 10 - 2(B), in the first hold - memory display area 079SG005D and the second hold - memory display area 079SG005U, by the production - control CPU 120 executing the hold - display operation process (see FIG. 8 - 13) described later, each hold - display can be rotated and displayed at a constant speed (for example, rotation speed V3) around the vertical axis.

[0210] As shown in FIG. 10 - 2(C), in the telop display area 079SG005T, by the production - control CPU 120 executing the telop operation process (see FIG. 10 - 13) described later, a message corresponding to the game state or the ongoing production (for example, if it is a specific reach production, a message corresponding to the production state such as "During ×× mode!") can be displayed while moving from left to right at a constant speed (for example, moving speed V3).

[0211] The characters included in the message according to the game state reach the right end of the telop display area 079SG005T and the display ends. At the same time, they are displayed again at the left end of the telop display area 079SG005T and move again from left to right. For this reason, when a message according to the game state is being displayed while moving in the telop display area 079SG005T, the entire message according to the game state is always displayed in the telop display area 079SG005T, making it easier for the player to recognize the current game state.

[0212] In addition, in this feature part 079SG, an example is shown in which the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the telop display area 079SG005T are rotated and moved at a common constant speed (V3). However, the present invention is not limited to this, and the hold display in the first hold memory display area 079SG005D and the second hold memory display area 079SG005U and the message in the telop display area 079SG005T may be rotated and moved at different constant speeds respectively.

[0213] As shown in FIG. 10-2(D), the fourth symbol 079SG005J has an upper symbol 079SG005Ja and a lower symbol 079SG005Jb, and it is shown that the special symbol is in a variable display state by alternately flashing these upper symbol 079SG005Ja and lower symbol 079SG005Jb at a constant period. Further, when the variable display result fails, both the upper symbol 079SG005Ja and the lower symbol 079SG005Jb are turned off (become OFF) at the end timing of the variable display, while when the variable display result is a big win or a failure, both are turned on (become ON) at the end timing of the variable display.

[0214] Further, the display of the first special figure hold memory count and the display of the second special figure hold memory count in the third display area 079SG005Sb are displays in which the count changes only at the timing when a new hold memory occurs and the timing when a new variable display starts. That is, the display of the first special figure hold memory count and the display of the second special figure hold memory count in the third display area 079SG005Sb are different from the fourth symbol 079SG005J, the first hold memory display area 079SG005D, the second hold memory display area 079SG005U, and the telop display area 079SG005T, and the display mode does not change except at the start timing of the variable display.

[0215] Next, the display control unit 123 in the present feature unit 079SG will be described. In the CGROM of the display control unit 123, a plurality of types of image data for causing the image display device 5 to display an image are stored. The display control unit 123 can cause the image display device 5 to display a predetermined image based on one piece of image data stored in the CGROM based on an instruction from the effect control CPU 120, and by arranging a plurality of types of image data to cause the image display device 5 to display an image, it is possible to display a predetermined effect screen. When it is desired not to display a predetermined image on the image display device 5, depending on the situation, by arranging other image data with a transmittance of 0% on the front side of the image data of the predetermined image, there are cases where control is performed so that an image based on the image data of the predetermined image is not displayed on the effect screen, and cases where control is performed so that a predetermined image is not displayed on the effect screen by causing the image display device 5, which has created display data without arranging the image data of the predetermined image, to display an image.

[0216] As shown in FIGS. 10-3(A) to 10-3(D), for example, when displaying an image on the image display device 5, the image display device 5 displays an image based on display data created by arranging a plurality of pieces of image data including image data 1 to 3.

[0217] As shown in FIG. 10-3(A), the image data 1 is data drawn to display the first hold memory display area 079SG005D, the second hold memory display area 079SG005U, and the telop display area 079SG005T in the second display area 079SG005Sa, and to display the fourth symbol 079SG005J in the third display area 079SG005Sb. Further, it is also data drawn to display a small symbol of the decorative symbol of the image data 1 in the first display area 079SG005F (to the left of the third display area 079SG005Sb).

[0218] As shown in FIG. 10-3(B), the image data 2 is data drawn to display images of a chance-up effect, a still image display effect, and an operation promotion effect, which will be described later, in the first display area 079SG005F.

[0219] As shown in FIG. 10-3(C), the image data 3 is data drawn to display a variable display of a decorative symbol and a reach effect in the first display area 079SG005F.

[0220] Still, as shown in FIGS. 10-3(A) to 10-3(C), display priorities for displaying images on the image display device 5 are set for these image data 1, image data 2, and image data 3. The display priority is set such that the image data 1 is the highest, and the image data 3 is the lowest (image display priority in the image display device 5: image data 1 > image data 2 > image data 3). That is, in the image display device 5, the image based on the image data 1 is displayed as the topmost image, the image based on the image data 2 is displayed as an image in a lower layer than the image based on the image data 1, and the image based on the image data 3 is displayed as an image in a lower layer (the bottommost layer) than the image based on the image data 1 and the image based on the image data 2. For this reason, as shown in FIG. 10-3(D), in the image display device 5, the image based on the image data 2 is displayed with priority over the image based on the image data 3, and the image based on the image data 1 is displayed with priority over the image based on the image data 2 and the image based on the image data 3.

[0221] Still, as shown in FIG. 10-3(D), when the image based on the image data 1, the image based on the image data 2, and the image based on the image data 3 are simultaneously displayed on the image display device 5, since the image based on the image data 3 is displayed as the image in the lowest layer, the image based on the image data 3 may be at least partially difficult to view or invisible due to the image based on the first data or the image based on the image data 2.

[0222] Still, in this feature part 079SG, although details will be described later, the images based on the image data 1 and the image data 2 are always displayed on the image display device 5 as a video with a constant progress speed, while the image based on the image data 3 is displayed on the image display device 5 as videos or still images with a plurality of progress speeds based on the data stored in the CGROM in advance.

[0223] In particular, in this feature part 079SG, although details will be described later, during the reach effect of the super reach, the display of the reach effect video can be executed at the normal progress speed V1 and a progress speed V2 (slow motion) slower than the V1. This is because the data for the effect video to be displayed at the progress speed V1 and the data for the effect video to be displayed at the progress speed V2 are stored in the CGROM in advance. However, the present invention is not limited to this, and only the data for the effect video to be displayed at the progress speed V1 may be stored in the CGROM in advance, and a part of the effect video of the reach effect may be made displayable at the progress speed V2 by performing a predetermined process on the data.

[0224] Thus, in this feature unit 079SG, by setting the video progression speed, which is the speed at which the production video changes, as V1, a non-slow motion period is defined as the first speed at which the reach effect recognized by the player has a fast progression speed. By setting the video progression speed as V2, which is slower than V1, a slow motion period is defined as the second speed at which the reach effect recognized by the player has a slow progression speed. That is, the slow motion video, which is a production video with a slow progression speed in this feature unit 079SG, only needs to have a slower video progression speed compared to the non-slow motion video with a video progression speed of V1, which is displayed before the slow motion video.

[0225] Note that, in this feature unit 079SG, an example is given where a slow motion period is provided in all super reach effects (see FIGS. 10-18 to 10-25). However, the present invention is not limited to this. For example, as a super reach effect, although the content of the production video displayed on the image display device 5 is the same as the content of the super reach effect shown in FIGS. 10-18 to 10-25, by executing a super reach effect in which the video progression speed does not change from V1 to V2, that is, a super reach effect that does not become a slow motion period, it may be made easier for the player to recognize that a slow motion period has occurred in the super reach effect shown in FIGS. 10-18 to 10-25.

[0226] That is, when executing a super reach effect in which the content of the production video is the same but the video progression speed does not change to V2, the production video with a second speed slower than the first speed in the present invention is the production video with the same content, which is displayed at a video progression speed V2 slower than the video progression speed V1 in the non-slow motion super reach effect, and thus the production video displayed over a longer period than the non-slow motion super reach effect corresponds to this.

[0227] Also, in this feature section 079SG, as described above, by slowing down the video progression speed of the production video, an effect is configured in which the progression speed of the reach effect felt by the player is slow, in the form of slow motion. Regarding the sound output from the speakers 8L and 8R, an example is given in which the form does not change from the playback speed V3. However, the present invention is not limited to this. Without changing the video progression speed of the production video (remaining at V1), by conversely accelerating the playback speed of the sound output from the speakers 8L and 8R and the light emission cycle of the gaming effect lamp 9, a pseudo slow motion that the player feels as if the progression speed of the reach effect has become slow may be configured.

[0228] That is, as the pachinko gaming machine 1 in this feature section 079SG, it is provided with a plurality of production output means including display means capable of displaying a production video. Among these production output means, by making the progression speed of the production by at least one production output means different between the slow motion period and the non-slow motion period, during the slow motion period, it is sufficient if the player can recognize that the production being executed is in slow motion.

[0229] Also, in this feature section 079SG, an example is given in which the slow motion period always executes the display of the production video of the reach effect at the progression speed V2. However, the present invention is not limited to this. The slow motion period may be such that the progression speed of the display of the production video of the reach effect is changeable (for example, the progression speed gradually decreases over time, or the progression speed increases and decreases within a predetermined range).

[0230] FIG. 10-4(A) is an explanatory diagram showing an example of the content of the production control command used in this feature section 079SG. The production 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 most significant bit (bit 7) of the MODE data is always set to "1", and the most significant bit of the EXT data is set to "0". Note that the command format shown in FIG. 10-4(A) is 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 may be a plurality of three or more.

[0231] In the example shown in FIG. 10-4(A), command 8001H is the first variable display start command that designates the start of variable display in the special symbol game using the first special symbol in the first special symbol display device 4A. Command 8002H is the second variable display start command that designates the start of variable display in the 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 (variation time (variable display time)), such as a decorative symbol (also referred to as a production symbol) variably displayed in each of the "left", "center", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates that it is an unspecified hexadecimal number, and it may be any value 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 variable pattern to be designated and the like.

[0232] Command 8CXXH is a variable display result specifying command, which is an effect control command for specifying variable display results such as special symbols and decorative symbols. In the variable display result specifying command, for example, as shown in FIG. 10-4(B), different EXT data are set according to the determination result (pre-determined result) as to whether the variable display result (also referred to as the 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 multiple types the big win type will be when the variable display result is "a big win".

[0233] In the variable display result specifying command, for example, as shown in FIG. 10-4(B), command 8C00H is the first variable display result specifying command indicating a pre-determined result that the variable display result is "a loss". Command 8C01H is the second variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "certain variable big win A". Command 8C02H is the third variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "certain variable big win B". Command 8C03H is the fourth variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "certain variable big win C". Command 8C04H is the fifth variable display result specifying command notifying a pre-determined result and a big win type determination result that the variable display result is "a big win" and the big win type is "non-certain variable big win". Command 8C05H is the sixth variable display result specifying command notifying a pre-determined result that the variable display result is "a small win".

[0234] 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 gaming machine 1. In the game state specification command, for example, different EXT data is set according to the current game state in the pachinko gaming 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.

[0235] 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 the 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 post notification command that notifies that it is the 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.

[0236] In the winning start designation command or the winning end designation command, for example, different EXT data may be set according to the pre-determined result or the jackpot type determination result by setting EXT data similar to the variable display result designation command. Alternatively, in the winning start designation command or the winning end designation command, the correspondence relationship 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 relationship in the variable display result designation 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 the round (for example, "1" to "10") in the jackpot state described later.

[0237] 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.

[0238] 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, the first start winning opening is passed (entered) by the game ball 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, the second start winning opening is passed (entered) by the game ball and the second start condition is satisfied, and the second start opening winning designation command is transmitted. Further, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to 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).

[0239] 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.

[0240] Note that the commands shown in FIG. 10-4(A) are merely examples, and it is possible to not have some of these commands, use different commands instead of these commands, or add commands different from these commands. For example, a prize ball number notification command for identifying the number of prize balls paid out based on the game ball winning in each winning opening, a gate passage notification command for notifying that the 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.

[0241] 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 unit 079SG, on the side of the main board 11, numerical data indicating each of the random value MR1 for special figure display result determination, the random value MR2 for jackpot type determination, the random value MR3 for variation pattern determination, and the random value MR4 for normal figure display result determination is controllably counted. Note that, in order to enhance the gaming effect, random values other than these may be used. The random numbers used for controlling the progress of such games are also referred to as gaming random numbers.

[0242] The random number circuit 104 may be any circuit that counts 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 unit 079SG154 shown in FIG. 10-10, to update various numerical data by software, so as to count the numerical data indicating some of the random values MR1 to MR4.

[0243] The random value MR1 for special figure display result determination is a random value used to determine whether to control the variable display result such as special symbols in the special figure game to the jackpot game state as a "jackpot", and takes a value in the range of, for example, "1" to "65536". The random value MR2 for jackpot type determination is a random value used to determine the jackpot type to be one of "certain change jackpot A", "certain change jackpot B", "certain change jackpot C", and "non-certain change jackpot" when the variable display result is a "jackpot", and takes a value in the range of, for example, "1" to "100".

[0244] The random value MR3 for variation pattern determination is a random value used to determine the variation pattern in the variable display of special symbols or decorative symbols to be one of a plurality of types prepared in advance, and takes a value in the range of, for example, "1" to "997".

[0245] The random value MR4 for determining the result of the normal symbol display is a random value used to determine whether the variable display result in the normal symbol game by the normal symbol display 20 is a "normal symbol win" or a "normal symbol miss", etc., and takes a value in the range of, for example, "3" to "13".

[0246] Figure 10-6(A) shows a configuration example of the special symbol display result determination table 1 stored in the ROM 101. In this feature unit 079SG, as the special symbol display result determination table, a common special symbol display result determination table is used for the first special symbol and the second special symbol, but the present invention is not limited to this, and individual special symbol display result determination tables may be used for the first special symbol and the second special symbol.

[0247] The special symbol display result determination table 1 is a table referred to for determining whether to control the variable display result as a "big win" and enter the big win game state based on the random value MR1 for determining the special symbol display result, before the determined special symbol that becomes the variable display result is derived and displayed in the special symbol game using the first special symbol by the first special special symbol display device 4A or the special symbol game using the second special symbol by the second special special symbol display device 4B.

[0248] In the special symbol display result determination table 1 in this feature unit 079SG, depending on whether the game state in the pachinko gaming machine 1 is a normal state or a time-saving state (low probability state) or a probability-variable state (high probability state), the numerical value (determination value) compared with the random value MR1 for determining the special symbol display result is assigned to the special symbol display results of "big win" and "miss".

[0249] In the special figure display result determination table 1, the table data indicating the determination value to be 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 game state to the jackpot game state with the special figure display result as "jackpot". In the special figure display result determination table 1 in this feature part 079SG, when the game state is the probability variable state (high probability state), more determination values are assigned to the special figure display result of "jackpot" than when it is in the normal state or the time-saving state (low probability state). As a result, in the probability variable state (high probability state) where probability variable control is performed in the pachinko gaming machine 1, compared with the probability (about 1 / 300 in this feature part 079SG) of determining to control the special figure display result as "jackpot" and controlling it to the jackpot game state when it is in the normal state or the time-saving state (low probability state), the probability of determining to control the special figure display result as "jackpot" and controlling it to the jackpot game state becomes higher (about 1 / 30 in this feature part 079SG). 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 game state to the jackpot game state so that the probability of determining to control the game state to the jackpot game state is higher when the game state in the pachinko gaming machine 1 is in the probability variable state (high probability state) than when it is in the normal state or the time-saving state.

[0250] Also, FIG. 10-6(B) shows a configuration example of the special figure display result determination table 2 stored in the ROM 101. The special figure display result determination table 2 is a table referred to for determining whether to control the game state to the small jackpot game state with the variable display result as "small jackpot" based on the random number value MR1 for special figure display result determination before the definite special symbol that becomes 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.

[0251] In the special figure display result determination table 2 in this feature part 079SG, regardless of whether the game state in the pachinko gaming machine 1 is in the normal state or the time-saving state (low probability state) or the probability variable state (high probability state), the numerical value (determination value) to be compared with the random number value MR1 for special figure display result determination is assigned to the special figure display result of "small jackpot".

[0252] In the special figure display result determination table 2, the table data indicating the determination value to be 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 small win game state with the special figure display result as "small win". In the special figure display result determination table 2 in this feature section 079SG, the number of determination values assigned to "small win" is different between the case of the special figure game of the first special figure and the case of the second special figure. Specifically, in the case of the special figure game of the first special figure, a determination value is assigned to "small win", but in the case of the special figure game of the second special figure, no determination value is assigned to "small win". Therefore, as will be described later, the variable display of the second special figure is executed preferentially over the variable display of the first special figure, and when the time shortening control is executed and a winning occurs in the second start winning port formed by the variable winning ball device 6B and the variable display of the second special figure is executed frequently in the high base state, "small win" hardly occurs, and in the high base state where it is easy for the game ball to enter the second start winning port 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.

[0253]

[0254] ​Here, regarding the jackpot types in this feature section 079SG, referring to FIG. 10-7(B) for explanation, in this feature section 079SG, as jackpot types, there are "Probability Variable Jackpot A", "Probability Variable Jackpot B", and "Probability Variable Jackpot C" in which high-probability control and time-shortening control are executed after the end of the jackpot gaming state and the state transitions to a high-probability high-base state, and "Non-Probability Variable Jackpot" in which only time-shortening control is executed after the end of the jackpot gaming state and the state transitions to a low-probability high-base state.

[0255] The jackpot gaming state by "Probability Variable Jackpot A" is a jackpot in which the rounds that change the special variable winning ball device 7 to the advantageous first state for the player are repeated 10 times (so-called 10 rounds). The jackpot gaming state by "Probability Variable Jackpot B" is a jackpot in which the rounds that change the special variable winning ball device 7 to the advantageous first state for the player are repeated 5 times (so-called 5 rounds). The jackpot gaming state by "Probability Variable Jackpot C" is a jackpot in which the rounds that change the special variable winning ball device 7 to the advantageous first state for the player are repeated 2 times (so-called 2 rounds). Also, the jackpot gaming state by "Non-Probability Variable Jackpot" is a jackpot in which the rounds that change the special variable winning ball device 7 to the advantageous first state for the player are repeated 2 times (so-called 2 rounds). Therefore, "Probability Variable Jackpot A" may be called a 10-round (10R) probability variable jackpot, "Probability Variable Jackpot B" may be called a 5-round (5R) probability variable jackpot, "Probability Variable Jackpot C" may be called a 2-round (2R) probability variable jackpot, and "Non-Probability Variable Jackpot" may be called a 2-round (2R) non-probability variable jackpot.

[0256] Also, although not particularly illustrated, in the small jackpot gaming state in this feature section 079SG, the special variable winning ball device 7 changes to the advantageous first state for the player 2 times, and the opening time is the same opening period as that of Probability Variable Jackpot C (0.1 seconds in this feature section 079SG). Note that after the end of the small jackpot game, the gaming state immediately before the small jackpot game is taken over.

[0257] The high-probability control and time-shortening control executed after the end of the jackpot game state of Jackpot A, Jackpot B, and Jackpot C are continuously executed until a jackpot occurs again after the end of the jackpot game state. Therefore, when the newly occurred jackpot is Jackpot A or Jackpot B, the high-probability control and time-shortening control are executed again after the end of the jackpot game state, resulting in a so-called consecutive winning state where the jackpot game states occur continuously without passing through the normal state.

[0258] On the other hand, the time-shortening control executed after the end of the jackpot game state due to a "non-variable probability jackpot" ends when a predetermined number of special figure games (100 times in this feature unit 079SG) are executed, or when a jackpot game state occurs before the execution of the predetermined number of special figure games.

[0259] In the setting example of the jackpot type determination table shown in FIG. 10-7(A), depending on whether the variable display special figure is the first special figure or the second special figure, the allocation of determination values for the jackpot types of "certain variable jackpot A", "certain variable jackpot B", "certain variable jackpot C", and "non-certain variable jackpot" is different. That is, when the variable display special figure is the first special figure, the determination values within a predetermined range (values in the range of "81" to "100") are allocated to the jackpot types of "certain variable jackpot B" and "certain variable jackpot C" with fewer rounds, while when the variable display special figure is the second special figure, no determination values are allocated to the jackpot types of "certain variable jackpot B" and "certain 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 "certain variable jackpot B" or "certain variable jackpot C" with fewer rounds can be made different. In particular, in the special figure game using the second special figure, since it is determined that the jackpot type will not be controlled to a jackpot state with fewer rounds as "certain variable jackpot B" or "certain variable jackpot C", for example, in a game state where game balls easily enter the second start winning opening formed by the variable winning ball device 6B due to high release control associated with time shortening control, it is possible to prevent the frequent occurrence of a jackpot state with few winning balls obtained, thereby preventing the decline of game interest.

[0260] In addition, in the setting example of the jackpot type determination table shown in FIG. 10-7(A), the allocation of determination values for the "non-certain variable" jackpot type is the same regardless of whether it is the special figure game of the first special figure or the second special figure. Therefore, the probability of becoming a non-certain variable jackpot and the probability of becoming a certain variable jackpot are the same regardless of whether it is the special figure game of the first special figure or the second special figure.

[0261] Therefore, as described above, depending on whether the assignment of the determination values for "Certain Variable Big Win B" and "Certain Variable Big Win C" differs depending on whether it is the special figure game of the first special figure or the second special figure, the assignment of the determination values for "Certain Variable Big Win A" also differs depending on whether it is the special figure game of the first special figure or the second special figure. For "Certain Variable Big Win A" with a large number of rounds, it is set so that it is more likely to be determined in the case of the special figure game of the second special figure than in the case of the special figure game of the first special figure.

[0262] In addition, even in the case of 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 big win type of "Certain Variable Big Win B" or "Certain Variable Big Win C". For example, in the case of the special figure game of the second special figure, a smaller determination value may be assigned to the big win type of "Certain Variable Big Win B" or "Certain Variable Big Win C" than in the case of the special figure game of the first special figure. 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 big win type.

[0263] Figure 10-8 shows the variation patterns in this feature section 079SG. In this feature section 079SG, a plurality of variation patterns are prepared in advance corresponding to each of the cases where the variable display result is "loss", when the variable display mode of the decorative symbol is "non-reach" and when it is "reach", and also corresponding to cases where the variable display result is "big win" or "small win". In addition, the variation pattern corresponding to the case where the variable display result is "loss" and the variable display mode of the decorative symbol is "non-reach" is called a non-reach variation pattern (also referred to as a "non-reach loss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "loss" and the variable display mode of the decorative symbol is "reach" is called a reach variation pattern (also referred to as a "reach loss variation pattern"). Also, the non-reach variation pattern and the reach variation pattern are included in the loss variation patterns corresponding to the case where the variable display result is "loss". The variation pattern corresponding to the case where the variable display result is "big win" is called a big win variation pattern.

[0264] Among the big win variation patterns and reach variation patterns, there are a normal reach variation pattern in which the reach effect of a normal reach is executed and a super reach variation pattern in which the reach effect of a super reach is executed. Note that in this feature unit 079SG, 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. Also, in the super reach variation pattern, a plurality of super reach variation patterns such as super reach α, super reach β, … may be provided.

[0265] Note that the variation patterns in this feature unit 079SG also include a special win variation pattern (PC1-1) corresponding to the case where the variable display result is "small win".

[0266] 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 the normal reach in this feature unit 079SG is executed is set shorter than that of the super reach variation pattern.

[0267] Also, in this feature unit 079SG, as will be described later, these variation patterns are not determined by first determining the type of variation pattern, 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, but are determined using only the random number value MR3 for variation pattern determination 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 variation pattern may be first determined from these random number values for variation pattern type determination, and then the variation pattern to be executed may be determined from the variation patterns belonging to the determined type.

[0268] FIG. 10-9 is an explanatory diagram of a method for determining a variation pattern in the present feature unit 079SG. In the present feature unit 079SG, 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 stored memories.

[0269] Specifically, as shown in FIG. 10-9, when the variable display result is a non-probability big win, the big win variation pattern determination table A is selected, and the variation pattern is determined from PB1-1 (variation pattern of normal reach big win), PB1-2 (variation pattern of super reach α1 big win), PB1-3 (variation pattern of super reach α3 big win), PB1-4 (variation pattern of super reach β1 big win), and PB1-5 (variation pattern of super reach β3 big win) using the big win variation pattern determination table A. Further, when the variable display result is a probability big win A or a probability big win B, the big win variation pattern determination table B is selected, and the variation pattern is determined from PB1-1 (variation pattern of normal reach big win) and PB1-2 (variation pattern of super reach big win) using the big win variation pattern determination table A.

[0270] As shown in FIG. 10-9, in the big win variation pattern determination table A and the big win variation pattern determination table, the number of assigned determination values for PB1-2 to PB1-5 is different. Specifically, in the big win variation pattern determination table A, 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. In the big win variation pattern determination table B, 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 the present feature unit 079SG, when the variable display result is a probability big win, it is determined to be PB1-3 and PB1-4, which are super reach β-based variation patterns, at a higher rate than when the variable display result is a non-probability big win. Therefore, it is possible to draw the player's attention to the variation pattern in the variable display.

[0271] Also, when the variable display result is a small win, select the variable pattern determination table for special wins, and use the variable pattern determination table for special wins to determine the variable pattern as PC1-1 (the variable pattern for special wins).

[0272] Also, when the variable display result is "a loss" in the normal game state (low base state) and the number of reserved memories in the variable feature diagram is two or less, select the variable pattern determination table A for losses, and use the variable pattern determination table A for losses to determine the variable pattern from PA1-1 (the variable pattern for non-reach losses), PA2-1 (the variable pattern for normal reach losses), PA2-2 (the variable pattern for super reach α2 losses), PA2-3 (the variable pattern for super reach α3 losses), PA2-4 (the variable pattern for super reach β2 losses), and PA2-5 (the variable pattern for super reach β3 losses).

[0273] Also, when the variable display result is "a loss" in the normal game state (low base state) and the number of reserved memories in the variable feature diagram is three, select the variable pattern determination table B for losses, and use the variable pattern determination table B for losses to determine the variable pattern from PA1-2 (the shortened variable pattern for non-reach losses), PA2-1 (the variable pattern for normal reach losses), PA2-2 (the variable pattern for super reach α2 losses), PA2-3 (the variable pattern for super reach α3 losses), PA2-4 (the variable pattern for super reach β2 losses), and PA2-5 (the variable pattern for super reach β3 losses).

[0274] Also, when the variable display result is "a loss" in the normal gaming state (low base state) and the number of stored variable special patterns is 4, the loss variable pattern determination table C is selected, and using this loss variable pattern determination table C, the variable patterns are determined from PA1-3 (shortened variable pattern for non-reach loss), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for super reach α2 loss), PA2-3 (variable pattern for super reach α3 loss), PA2-4 (variable pattern for super reach β2 loss), and PA2-5 (variable pattern for super reach β3 loss).

[0275] Also, when the variable display result is "a loss" in the time-saving state (high base state), the loss variable pattern determination table D is selected, and using this loss variable pattern determination table D, the variable patterns are determined from PA1-4 (shortened variable pattern for non-reach loss in time-saving), PA2-1 (variable pattern for normal reach loss), PA2-2 (variable pattern for super reach α2 loss), PA2-3 (variable pattern for super reach α3 loss), PA2-4 (variable pattern for super reach β2 loss), and PA2-5 (variable pattern for super reach β3 loss).

[0276] That is, when the variable display result becomes "a loss" in this feature unit 079SG, based on the fact that the number of stored variable special patterns is 3, 4, etc., or that it is in the time-saving state, the ratio of variable display being executed by the shortened variable patterns (PA1-2, PA1-3, PA1-4) that are shorter than the normal non-reach loss variable pattern (PA1-1) for the variable special pattern display time becomes high. Thus, it is possible to prevent the game from being prolonged and shorten the period until the next variable display result becomes a big win.

[0277] As shown in FIG. 10-8, the reach effect of Super Reach α1 (the reach effect executed by the variable display of the variable pattern PB1-2) is a reach effect in which the variable display result becomes a jackpot after executing the first half of the first reach effect described later. The reach effect of Super Reach α2 (the reach effect executed by the variable display of the variable pattern PA2-2) is a reach effect in which the variable display result fails after executing the first half and the second half of the first reach effect described later. The reach effect of Super Reach α3 (the reach effect executed by the variable display in the variable pattern PA2-3 or PB1-3) is a reach effect in which the second reach effect described later is executed after executing the first half and the second half of the first reach effect described later, and the variable display result becomes a jackpot or fails.

[0278] And for the variable displays of these variable patterns PA2-2, PA2-3, PB1-2, and PB1-3, as shown in FIGS. 10-8 and 10-9, it is set such that the longer the variable display time in the special figure, the higher the ratio (jackpot expectation) of the variable display result becoming a jackpot. That is, for the variable displays of these variable patterns PA2-2, PA2-3, PB1-2, and PB1-3, the ratio of the variable display result becoming a jackpot after executing up to the second reach effect is set higher than the ratio of the variable display result becoming a jackpot after executing the first reach effect.

[0279] Also, the reach effect of Super Reach β1 (the reach effect executed by the variable display of the variable pattern PB1-4) is a reach effect in which the variable display result becomes a jackpot after executing the first half of the third reach effect described later. The reach effect of Super Reach β2 (the reach effect executed by the variable display of the variable pattern PA2-4) is a reach effect in which the variable display result fails after executing the first half and the second half of the third reach effect described later. The reach effect of Super Reach β3 (the reach effect executed by the variable display in the variable pattern PA2-5 or PB1-5) is a reach effect in which the fourth reach effect described later is executed after executing the first half and the second half of the third reach effect described later, and the variable display result becomes a jackpot or fails.

[0280] Regarding the variable displays of these variable patterns PA2-4, PA2-5, PB1-4, and PB1-5, as shown in FIGS. 10-8 and 10-9, they are set such that the longer the variable display time in the special figure, the higher the ratio (big win expectation) of the variable display result being a big win. That is, regarding the variable displays of these variable patterns PA2-4, PA2-5, PB1-4, and PB1-5, the ratio of the variable display result being a big win when executed until the fourth reach effect is set higher than the ratio of the variable display result being a big win when the third reach effect is executed.

[0281] In addition, in this feature part 079SG, an example is given where the second reach effect is always executed after the first reach effect, and the fourth reach effect is always executed after the third reach effect. However, the present invention is not limited to this, and cases where the second reach effect or the fourth reach effect is executed alone may be provided.

[0282] Also, in this feature part 079SG, an example is given where during the variable display, each reach effect can be executed in combination of the first reach effect and the second reach effect, and can also be executed in combination of the third reach effect and the fourth reach effect. However, the present invention is not limited to this, and cases where the reach effect is executed in combinations other than these (for example, combinations of the first reach effect and the fourth reach effect, the second reach effect and the third reach effect, etc.) may be provided.

[0283] Also, in this feature unit 069SG, as shown in FIG. 10-9, the variation patterns (variation patterns PA2-4, PA2-5, PB1-4, PB1-5) of the super reach β system generally have a higher ratio (big win expectancy) of the variable display result being a big win than the variation patterns (variation patterns PA2-2, PA2-3, PB1-2, PB1-3) of the super reach α system. However, the present invention is not limited to this, and some of the variation patterns (variation patterns PA2-4, PA2-5, PB1-4, PB1-5) of the super reach β system may have a lower big win expectancy than any of the variation patterns (variation patterns PA2-2, PA2-3, PB1-2, PB1-3) of the super reach α system.

[0284] In the RAM 102 in this feature unit 079SG, as an area for holding various data used for controlling the progress of the game in the pachinko gaming machine 1, for example, a game control data holding area 079SG150 as shown in FIG. 10-10 is provided. The game control data holding area 079SG150 shown in FIG. 10-10 includes a first special figure reserved memory unit 079SG151A, a second special figure reserved memory unit 079SG151B, a general figure reserved memory unit 079SG151C, a game control flag setting unit 079SG152, a game control timer setting unit 079SG153, a game control counter setting unit 079SG154, and a game control buffer setting unit 079SG155.

[0285] The first special figure hold memory unit 079SG151A stores hold data of a special figure game (a special figure game using the first special figure in the first special symbol display device 4A) that has not yet started although a game ball has passed through (entered) the first start winning opening formed by the winning ball device 6A and a first start winning (first start winning) has occurred. As an example, the first special figure hold memory unit 079SG151A associates a hold number with the order of winning at the first start winning opening (the detection order of the game balls), and based on the establishment of the first start condition when the game balls pass through (enter), 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 hold data and stored until the number of stored data reaches a predetermined upper limit value (for example, "4"). In this way, the hold data stored in the first special figure hold memory unit 079SG151A indicates that the execution of the special figure game using the first special figure is on hold, and it becomes hold information that enables determination of whether it is a jackpot or not based on the variable display result (special figure display result) in this special figure game.

[0286] The second special figure hold memory unit 079SG151B stores hold data of a special figure game (a special figure game using the second special figure in the second special symbol display device 4B) that has not yet started although a game ball has passed through (entered) the second start winning opening formed by the variable winning ball device 6B and a second start winning (second start winning) has occurred. As an example, the second special figure hold memory unit 079SG151B associates a hold number with the order of winning at the second start winning opening (the detection order of the game balls), and based on the establishment of the second start condition when the game balls pass through (enter), 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 hold data and stored until the number reaches a predetermined upper limit value (for example, "4"). In this way, the hold data stored in the second special figure hold memory unit 079SG151B indicates that the execution of the special figure game using the second special figure is on hold, and it becomes hold information that enables determination of whether it is a jackpot or not based on the variable display result (special figure display result) in this special figure game.

[0287] Furthermore, 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 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.

[0288] The general pattern reservation memory unit 079SG151C stores reservation information for a general pattern game that has not yet been started by the general pattern display device 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 reservation memory unit 079SG151C stores, in association with a reservation 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 the random number circuit 104 or the like by the CPU 103 based on the passage of the game ball as reservation data until the number reaches a predetermined upper limit value (for example, "4").

[0289] The game control flag setting unit 079SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 079SG152 stores data indicating the value of each of the plurality of types of flags and data indicating an on state or an off state for each of the plurality of types of flags.

[0290] The game control timer setting unit 079SG153 is provided with various timers used to control the progress of the game in the pachinko game machine 1. For example, the game control timer setting unit 079SG153 stores data indicating the timer value for each of the plurality of types of timers.

[0291] The game control counter setting unit 079SG154 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, data indicating the count values in each of the plurality of types of counters is stored in the game control counter setting unit 079SG154. Here, the game control counter setting unit 079SG154 may be provided with a random counter for the CPU 103 to count part or all of the game random numbers in a software-updatable manner.

[0292] In the random counter of the game control counter setting unit 079SG154, numerical data indicating random number values not generated by the random number circuit 104, for example, the random number values MR2 to MR4, is stored as the random count value, and in response to the execution of software by the CPU 103, the numerical data indicating each random number 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.

[0293] The game control buffer setting unit 079SG155 is provided with various buffers for temporarily storing data used to control the progress of the game in the pachinko gaming machine 1. For example, data indicating the buffer values in each of the plurality of types of buffers is stored in the game control buffer setting unit 079SG155.

[0294] In the RAM 122 mounted on the effect control board 12 shown in FIG. 3, an effect control data holding area 079SG190 as shown in FIGS. 10-11(A) is provided as an area for holding various data used to control the effect operation. The effect control data holding area 079SG190 shown in FIGS. 10-11(A) includes an effect control flag setting unit 079SG191, an effect control timer setting unit 079SG192, an effect control counter setting unit 079SG193, and an effect control buffer setting unit 079SG194.

[0295] The effect control flag setting unit 079SG191 is provided with a plurality of types of flags whose states can be updated according to the effect operation states such as the display state of the effect image on the screen of the image display device 5 and the effect control commands transmitted from the main board 11. For example, for each of the plurality of types of flags in the effect control flag setting unit 079SG191, data indicating the value of the flag and data indicating the on state or off state are stored.

[0296] The effect control timer setting unit 079SG192 is provided with a plurality of types of timers used to control the progress of various effect operations such as the display operation of the effect image on the screen of the image display device 5. For example, in the effect control timer setting unit 079SG192, data indicating the timer values for each of the plurality of types of timers are stored.

[0297] The effect control counter setting unit 079SG193 is provided with a plurality of types of counters used to control the progress of various effect operations. For example, in the effect control counter setting unit 079SG193, data indicating the count values for each of the plurality of types of counters are stored.

[0298] The effect control buffer setting unit 079SG194 is provided with various buffers for temporarily storing data used to control the progress of various effect operations. For example, in the effect control buffer setting unit 079SG194, data indicating the buffer values for each of the plurality of types of buffers are stored.

[0299] In the feature section 079SG, data constituting the start winning reception command buffer 079SG194A as shown in FIGS. 10-11(B) is stored in a predetermined area of the effect control buffer setting unit 079SG194. The start winning reception command buffer 079SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories of 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 during variable display (area corresponding to buffer number "1-0"). In addition, the start winning reception command buffer 079SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories of 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 during variable display (area corresponding to buffer number "2-0"). When a start winning occurs at the first start winning opening or the second start winning opening, two commands, namely a start winning opening designation command (a first start winning opening designation command or a second start winning opening designation command) and a reserved memory number notification command (a first reserved memory number notification command or a 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 the start winning opening designation commands and the reserved memory number notification commands in association with each other and separately storing them in 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 start winning reception command buffer 079SG194A.

[0300] 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 to the upper positions 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 executed when the variable display ends.

[0301] 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 figure reserved memory of the start prize reception command buffer 079SG194A. 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 figure reserved memory of the start prize reception command buffer 079SG194A. At the time of winning a start prize, commands from the start port winning designated command to the reserved memory number notification command are sequentially transmitted. Therefore, when a command is received, it will be stored in the storage areas corresponding to the last digits "1" to "4" of the buffer numbers corresponding to the first special figure reserved memory or the second special figure reserved memory in the order of the start port winning designated command and the reserved memory number notification command.

[0302] The commands stored in the start prize reception command buffer 079SG194A shown in FIG. 10-11(B) are deleted for each start of the variable display of the decorative pattern in the entry corresponding to the reserved memory of the immediately preceding variable display that has ended (the entry with buffer number "1-0" or "2-0"), and at the same time, the commands stored in the entry corresponding to the reserved memory of the variable display to be started (the entry corresponding to buffer number "1-1" or "2-1"), and the memory contents of the entries after the reserved memory of the variable display to be started are shifted. For example, when the variable display of the decorative pattern in the first special figure 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 being variably displayed at that time.

[0303] Next, the start winning determination process of the present feature unit 079SG executed in step S101 of FIG. 6 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 079SGS101). At this time, if the first start port switch 22A is in an on state (step 079SGS101; 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 079SGS102). 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 079SG154. When the first special figure reserved memory number is not the upper limit value in step 079SGS102 (step 079SGS102; N), the stored value of the start port buffer provided in the game control buffer setting unit 079SG155 is set to "1" (step 079SGS103).

[0304] When the first start port switch 22A is off at step 079SGS101 (step 079SGS101; N), or when the first special drawing reserved memory number reaches the upper limit value at step 079SGS102 (step 079SGS102; 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 079SGS104). At this time, if the second start port switch 22B is in the on state (step 079SGS104; Y), it is determined whether the second special drawing reserved memory number, which is the reserved memory number of the special drawing game using the second special drawing, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 079SGS105). The CPU 103 may identify the second special drawing 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 079SG154. When the second special drawing reserved memory number is not the upper limit value at step 079SGS105 (step 079SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 079SG155 is set to "2" (step 079SGS106).

[0305] After executing either the process of step 079SGS103 or step 079SGS106, update 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 079SGS107). 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 to increase by 1 when the game ball passes through (enters) the first start winning port and the first start condition corresponding to the special figure game using the first special figure is satisfied. Also, the second retention count value is updated to increase by 1 when the game ball passes through (enters) the second start winning port and the second start condition corresponding to the special figure game using the second special figure is satisfied. At this time, update to also add 1 to the total retention count (step 079SGS108). 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 079SG154 may be updated to add 1.

[0306] After executing the process of step 079SGS108, 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 079SG154 (step 079SGS109). The numerical data indicating each of the random number values thus extracted 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 079SGS110). 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 079SG151A, 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 079SG151B.

[0307] 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 079SGS109, 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.

[0308] Following the process of step 079SGS110, transmission setting of the start port winning designation command according to the start port buffer value is performed (step 079SGS111). 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 designated 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. 5.

[0309] Following the processing of step 079SGS111, for example, by storing the storage address of the pending memory 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 memory number notification command to the effect control board 12 (step 079SGS113). The pending memory number notification command thus set is transmitted from the main board 11 to the effect control board 12, for example, after the special symbol process is completed, when the command control process of step S27 shown in FIG. 5 is executed.

[0310] After executing the processing of step 079SGS113, it is determined whether the start port buffer value is "1" (step 079SGS114). At this time, if the start port buffer value is "1" (step 079SGS114; Y), the start port buffer is cleared, its stored value is initialized to "0" (step 079SGS115), and then the processing of step 079SGS104 is proceeded to. On the other hand, when the start port buffer value is "2" (step 079SGS114; N), the start port buffer is cleared, its stored value is initialized to "0" (step 079SGS116), and then 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 processing based on the detection of both valid start winnings can be surely completed.

[0311] Figures 10 - 13 are part of a flowchart showing the production control process in this feature section 079SG. In the production control process, the production control CPU 120 executes the preview setting process (step S161), and then updates the hold display in the first hold memory display area 079SHSG005D and the second hold memory display area 079SG005U, and performs a hold display operation process (step 079SG162) to operate (rotate the display) the hold display shown in these first hold memory display area 079SHSG005D and the second hold memory display area 079SG005U, and a telop operation process (step 079SGS163) to perform the operation display of the telop in the telop display area 079SG005T, and a fourth symbol display process (step 079SG164) to execute the variable display of the fourth symbol 079SG005J. After that, it executes any one of the processes in steps S170 - S177 according to the value of the production control process flag.

[0312] Figure 10 - 14 is a flowchart showing the variable display start setting process (step S171) in the production control process shown in Figure 9. In the variable display start setting process, the production control CPU 120 first determines whether the first change start command reception flag is in the on state (step 079SGS271). When the first change start command reception flag is in the on state (step 079SGS271; Y), it shifts the various command data and various flags stored in association with the buffer numbers "1 - 0" to "1 - 4" of the first special figure hold memory in the start winning reception command buffer 079SG194A, one buffer number at a time, to the upper position (step 079SGS272). Note that the content of the buffer number "1 - 0" cannot be shifted because there is no shift destination, so it is deleted.

[0313] Specifically, shift and store the various command data and various flags stored in association with the buffer number "1-1" of the first special figure reserved memory in association with the buffer number "1-0", shift and store the various command data and various flags stored in association with the buffer number "1-2" of the first special figure reserved memory in association with the buffer number "1-1", shift and store the various command data and various flags stored in association with the buffer number "1-3" of the first special figure reserved memory in association with the buffer number "1-2", and shift and store the various command data and various flags stored in association with the buffer number "1-4" of the first special figure reserved memory in association with the buffer number "1-3".

[0314] Also, when the first variation start command reception flag is off in step 079SGS271 (step 079SGS271; N), determine whether the second variation start command reception flag is on (step 079SGS273). When the second variation start command reception flag is off (step 079SGS273; N), end the variable display start setting process. When the second variation start command reception flag is on (step 079SGS273; Y), shift the various command data and various flags stored in association with the buffer numbers "2-0" to "2-4" of the second special figure reserved memory in the start winning reception command buffer 079SG194A one buffer number up (step 079SGS274). Note that the content of the buffer number "2-0" is erased because there is no destination for shifting and thus it cannot be shifted.

[0315] Specifically, shift and store the various command data and various flags stored in association with the buffer number "2-1" of the second special figure reserved memory in association with the buffer number "2-0", shift and store the various command data and various flags stored in association with the buffer number "2-2" of the second special figure reserved memory in association with the buffer number "2-1", shift and store the various command data and various flags stored in association with the buffer number "2-3" of the second special figure reserved memory in association with the buffer number "2-2", and shift and store the various command data and various flags stored in association with the buffer number "2-4" of the second special figure reserved memory in association with the buffer number "2-3".

[0316] After executing step 079SGS272 or step 079SGS274, the effect control CPU 120 reads the variable pattern designation command from the variable pattern designation command storage area (step 079SGS275).

[0317] Next, determine the display result (stop symbol) of the decorative symbol according to the data stored in the display result designation command storage area (i.e., the received display result designation command) (step 079SGS276). In this case, the effect control CPU 120 determines the stop symbol of the decorative symbol according to the display result designated by the display result designation command, and stores the data indicating the determined stop symbol of the decorative symbol in the decorative symbol display result storage area.

[0318] In the present feature section 079SG, when the received variable display result specification command is the second variable display result specification command corresponding to the definite-variable big win A, the effect control CPU 120 determines, for example, a combination of decorative symbols (big win symbols) in which three symbols are aligned as "7" as the stop symbols. Also, when the received variable display result specification command is the third variable display result specification command or the fourth variable display result specification command corresponding to the definite-variable big win B or the definite-variable big win C, it is determined from among a plurality of combinations of odd symbols other than "7" (for example, combinations of decorative symbols such as "111", "333", "555", "999", etc.) as the stop symbols. Further, when the received variable display result specification command is the fifth variable display result specification command corresponding to a non-definite-variable big win, the effect control CPU 120 determines, for example, a combination of decorative symbols (big win symbols) in which three symbols are aligned as even symbols as the stop symbols. Also, when the received variable display result specification command is the sixth variable display result specification command corresponding to a small win, it is determined from among "334", "778", etc. which are chance symbols as the stop symbols. Further, when the received variable display result specification command is the first variable display result specification command corresponding to a loss, a combination of decorative symbols in which three symbols are unaligned as the stop symbols and which is a combination other than the above-described chance symbols (loss symbols) is determined.

[0319] In determining these stop symbols, the effect control CPU 120 may, for example, extract a random number for determining the stop symbols and use a stop symbol determination table in which data indicating a combination of decorative symbols is associated with a numerical value to determine the stop symbols of the decorative symbols. That is, the stop symbols may be determined by selecting data indicating a combination of decorative symbols corresponding to the numerical value that matches the extracted random number.

[0320] Then, the production control CPU 120 determines whether the variation pattern of the variable display is the variation pattern of the super reach (step 079SGS277). If the variation pattern of the variable display is the variation pattern of non-reach or normal reach (step 079SGS277; N), the process proceeds to step 079SGS283. If the variation pattern of the variable display is the variation pattern of the super reach (step 079SGS277; Y), the chance-up production determination process (step 079SGS278) is executed to determine whether to execute the chance-up production in the second half of the first reach production or the second half of the third reach production.

[0321] Specifically, as shown in FIGS. 10-15, when the variable display result is a miss, it is determined to execute the chance-up production at a rate of 20% and not to execute the chance-up production at a rate of 80%. When the variable display result is a big win, it is determined to execute the chance-up production at a rate of 80% and not to execute the chance-up production at a rate of 20%. That is, in the variable display of the reach of the present feature unit 079SG, when the chance-up production is executed, the big win expectation degree is set higher than when the chance-up production is not executed.

[0322] In addition, in the present feature unit 079SG, as shown in FIGS. 10-27 and 10-32, only one production pattern is provided as the production mode of the chance-up production. However, the present invention is not limited to this, and a plurality of production patterns may be provided as the production mode of the chance-up production, and the big win expectation degree may be different depending on which production pattern the chance-up production is executed in.

[0323] Furthermore, in the present feature unit 079SG, as shown in FIGS. 10-27 and 10-32, there is only one production start timing of the chance-up production. However, the present invention is not limited to this, and a plurality of production start timings of the chance-up production may be provided, and the big win expectation degree may be different depending on which production start timing the chance-up production is started from.

[0324] Also, after determining whether to execute or not execute the chance-up effect in step 079SGS278, the effect control CPU 120 determines whether the variation pattern of the variable display is the variation pattern of super reach α3 (PA2-3 or PB1-3) (step 079SGS279). When the variation pattern of the variable display is the variation pattern of super reach α3 (PA2-3 or PB1-3) (step 079SGS279; Y), during the period from the end of the second reach effect to the start of the notification effect (big win notification effect or loss notification effect), a still image display effect determination process (step 079SGS280) for determining the effect pattern of the still image display effect for displaying, on the image display device 5, the still image displayed at the end of the second reach effect is executed, and the process proceeds to step 079SGS283.

[0325] In this still image display effect determination process, as shown in FIG. 10-16(A), when the variable display result is a loss, the effect control CPU 120 determines the effect pattern of the still image display effect to pattern SG-1 at a rate of 100%, and when the variable display result is a big win, the effect control CPU 120 determines the effect pattern of the still image display effect to pattern SG-1 at a rate of 80% and to pattern SG-2 at a rate of 20%.

[0326] Note that, as shown in FIG. 10-16(B), the pattern SG-1 of the still image display effect is an effect pattern for displaying, as a still image, the image displayed in the first display area 079SG005F of the image display device 5 at the end of the second reach effect, and the pattern SG-2 of the still image display effect is an effect pattern for changing the color of the still image after displaying, as a still image, the image displayed in the first display area 079SG005F of the image display device 5 at the end of the second reach effect.

[0327] Particularly, since the pattern SG-2 is an effect pattern that is executed only when the variable display result is a big win, when the second reach effect is executed, it is possible to draw the player's attention to whether the still image display effect is executed in pattern SG-2 (whether the color of the still image changes).

[0328] Also, when the variation pattern of the super reach α3 is not the case in step 079SGS281 (step 079SGS281; N), it is further determined whether or not the variation pattern of the variable display is the super reach β3 (PA2-5 or PB1-5) (step S079SGS282). When the variation pattern of the variable display is a variation pattern other than the super reach β3 (step 079SGS282; N), the process proceeds to step 079SGS283. When the variation pattern of the variable display is the variation pattern of the super reach β3 (step 079SGS281; Y), an operation promotion effect determination process (step 079SGS282) for determining the effect pattern of the operation promotion effect that prompts the player to operate the push button 31B during the execution of the fourth reach effect is executed, and the process proceeds to step 079SGS283.

[0329] In this operation promotion effect determination process, as shown in FIG. 10-17(A), when the variable display result is a miss, the effect pattern of the operation promotion effect is determined to be pattern SS-1 at a rate of 80% and pattern SS-2 at a rate of 20% by the effect control CPU 120. Also, when the variable display result is a big win, the effect pattern of the operation promotion effect is determined to be pattern SS-1 at a rate of 20% and pattern SS-2 at a rate of 80%.

[0330] Still, as shown in FIG. 10-17(B), the pattern SS-1 of the operation promotion effect is an effect pattern that displays the image of the push button 31B in the first display area 079SG005F of the image display de...

Claims

[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A sound output means; A display means; A light emitting means; A performance execution means capable of executing a performance; a movable body movable from a first position to a second position different from the first position; Equipped with The effect execution means is capable of executing a specific effect that suggests that the game is controlled to the advantageous state, The specific performance is, the display means displays a performance video, the sound output means outputs a performance sound, and the light emitting means emits light, A first period, a second period after the first period, and a third period after the second period in which either one of an advantageous aspect or an unfavorable aspect is notified as a performance result, The performance execution means includes: In the first period, the effected moving image can be displayed in an effected manner proceeding at a first speed, In the second period, the effected moving image can be displayed in an effected manner proceeding at a second speed slower than the first speed, The light emission mode of the light emitting means can be changed in both the first period and the second period, In the second period, It is possible to execute a motion promotion effect that encourages the player to take action, When the effect video in the effect mode proceeding at the second speed is displayed, the action promotion effect can be executed in an effect mode proceeding at a constant speed regardless of the proceeding speed of the effect video, A special effect can be executed to notify the player that the game is controlled to the advantageous state. A special effect can be executed before the special effect is executed, In the display means, a pseudo-movable object display effect can be executed in which the special pseudo-movable object display is moved and displayed from a special first display position to a special second display position, and the special pseudo-movable object display is moved and displayed from the special first display position to the special second display position, The display means is When the special pseudo-movable object display is moved during the special performance, the special pseudo-movable object display can be moved from the special first display position to the special second display position, and then hidden without being moved from the special second display position to the special first display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the special second display position; When the special pseudo-movable object display is moved during the special performance, the special pseudo-movable object display may be moved from the special first display position to the special second display position, and then moved from the special second display position to the special first display position before being hidden. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2015043950A

  • Game machine

    JP2017099801A

  • Game machine

    JP2017209202A

  • Game machine

    JP2018075226A

  • JPP7142624B