Pachinko machine

The gaming machine addresses the lack of engagement in pseudo-movable body displays by incorporating a movable body and enhanced display effects, resulting in a more captivating experience for players.

JP7693281B2Active Publication Date: 2025-06-17SANKYO CO LTD
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Patent Information

Application Number
JP2020066419
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-04-02
Publication Date
2025-06-17
Estimated Expiration
2040-04-02

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to enhance the interest of pseudo-movable body displays, as they only move and display pseudo-movable bodies in a similar manner to actual movable bodies, failing to provide an engaging experience.

Method used

A gaming machine that includes a display means capable of moving and displaying a pseudo-movable body from one position to another, a movable body that can move between positions, and effect execution means that execute both pseudo-movable body and movable body effects, allowing for enhanced display modes and suggestive images to improve player engagement.

Benefits of technology

The enhanced gaming machine design increases player engagement by providing a more captivating pseudo-movable body display experience, with the ability to execute effects that suggest a higher probability of achieving an advantageous state, thus improving game interest and player interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine for preventing a speculative mind from excessively increasing.SOLUTION: Performance control means can execute performance control based on control information capable of specifying whether a state is a high grant state transmitted from game control means. A performance control CPU can execute a pseudo movable body display performance for moving and displaying a first pseudo movable body display from a first initial display position to a first performance display position, and a movable body performance for moving a mounting movable body from an origin position to a performance position. A ratio of control to a jackpot game state (a degree of expectation toward a jackpot) is higher when a development performance A using the mounting movable body and a development performance B using a second pseudo movable body display are executed than when the development performance B is executed without execution of the development performance A, during a variable display period of a pattern based on a variation pattern of a super-ready-to-win β or a super-ready-to-win γ.SELECTED DRAWING: Figure 11-28
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Description

Technical Field

[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state favorable to a player and can be controlled to a special state that is easier to control to a more advantageous state than the normal state.

Background Art

[0002] In this type of gaming machine, for example, there has been one that enables an effect similar to moving a movable body as a structure by moving and displaying a pseudo-movable body display (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] Similar to the gaming machine described in Patent Document 1 above, there has been a problem that it is only possible to move and display a pseudo-movable body in the same way as a movable body, and the interest of the effect cannot be enhanced.

[0005] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine capable of enhancing the interest of a pseudo-movable body display.

Means for Solving the Problems

[0006] The gaming machine of Means A is a gaming machine that can be controlled to an advantageous state favorable to a player, a display means, a production execution means capable of executing a production, a movable body that can move from a first position to a second position, and includes the production execution means is capable of executing a special production for notifying that it is controlled to the advantageous state, capable of executing a specific production before the special production is executed, capable of executing a movable body production for moving the movable body from the first position to the second position, The movable body effect can be executed at a start timing different from that of the special effect, the display means is When moving and displaying a specific pseudo-movable object display in the specific performance, after moving and displaying the specific pseudo-movable object display from a specific first display position to a specific second display position, it is possible to make it non-displayed without moving and displaying it from the specific second display position, and a suggestive image suggesting the execution of the special performance can be displayed in a display area including the specific second display position. When moving and displaying a special pseudo-movable object display in the special performance, after moving and displaying the special pseudo-movable object display from a special first display position to a special second display position, it is possible to move and display it from the special second display position to the special first display position and then make it non-displayed. When moving and displaying the special pseudo-movable object display from the special first display position to the special second display position and when moving and displaying the special pseudo-movable object display from the special second display position to the special first display position, it is possible to display the special pseudo-movable object display in different modes. A part of the movable range of the movable object overlaps with the movable range of the specific pseudo-movable object display. The performance execution means In the specific performance, after the specific pseudo-movable object display is moved and displayed from the specific first display position to the specific second display position and is made non-displayed without being moved and displayed from the specific second display position, the movable object performance is executed and the movable body effect is executed in such a way that there is a first case where it is executed and a second case where it is not executed, is possible and , the movable body effect can be executed so that the ratio of being controlled to the advantageous state is higher in the first case than in the second case. It is characterized by this. Furthermore, the gaming machine of means 1 is a gaming machine (for example, pachinko gaming machine 1) that can be controlled to an advantageous state (for example, jackpot gaming state) advantageous to the player and can be controlled to a special state (for example, time-saving state (high-probability high-base state or low-probability high-base state)) that is easier to control than the normal state and the normal state, a game control means (for example, CPU103) that can control the progress of the game, An effect control means (e.g., an effect control CPU 120) capable of controlling effects based on control information (e.g., an effect control command shown in FIG. 11-2) transmitted from the game control means, Update means (e.g., a part where the CPU 103 executes the winning ball state determination process shown in FIG. 11-13) capable of updating predetermined numerical data from a first value (e.g., "0") to a second value (e.g., "1" or "2") when the number of times of the advantageous state occurring in an advantageous period (e.g., a period of consecutive wins) during which the state has not been controlled back to the normal state at all since being controlled from the normal state to either the advantageous state or the special state reaches a specific number of times (e.g., when the number of consecutive wins is 5 or more which is the first determination number of times), Adjustment means (e.g., a part where the CPU 103 sets the winning ball state flag value to "1" or "2" in the winning ball state determination process to extend the fanfare effect period, the interval period, and the ending effect period during the jackpot game as shown in FIGS. 11-13 and 11-21) for adjusting so that the granting speed of game value granted in a unit period decreases when the predetermined numerical data is the second value, Comprising, The game control means can transmit control information capable of specifying that the predetermined numerical data is the second value to the effect control means (e.g., a part where the CPU 103 executes the command control process shown in FIG. 5 after executing the transmission setting of the winning ball state designation command in the process of step 162SGS17 as shown in FIG. 11-13), The effect control means can execute effect control based on control information capable of specifying that the predetermined numerical data is the second value (e.g., a part where the effect control CPU 120 can specify the winning ball state from the received winning ball state designation command and determine whether to execute a preview effect during variable display and the type of the preview effect to be executed using a preview effect type determination table corresponding to the specified winning ball state in the preview effect determination process as shown in FIGS. 11-27 and 11-28), Furthermore, 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 that can move from a first position to a second position different from the first position, Presentation execution means capable of executing a presentation, Comprising, The presentation execution means, A pseudo-movable body display presentation for moving and displaying the pseudo-movable body display from the first display position to the second display position, A movable body presentation for moving the movable body from the first position to the second position, Is capable of executing, When the movable body presentation and the pseudo-movable body display presentation are executed by the presentation execution means during a predetermined period, the ratio of being controlled in the more advantageous state is higher than when only the pseudo-movable body display presentation is executed without the movable body presentation being executed by the presentation execution means during the predetermined period. It is characterized by this. According to this feature, since adjustment for reducing the granting speed of game value is executed when the predetermined numerical data is the second value, it is possible to prevent excessive game value from being granted in a short period of time and the probability of winning from becoming excessively high when the predetermined numerical data is the second value, and since presentation control corresponding to whether the predetermined numerical data is the second value or not can be executed, the game interest can be improved. Furthermore, the player can be made to pay attention to the execution of the movable body presentation and the pseudo-movable body display presentation.

[0007] 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.

[0008] In addition, the embodiments for carrying out the invention described below include the invention related to the following gaming machine (A). Conventionally, in gaming machines, there have been those capable of executing an effect using an operable movable body as shown in Japanese Patent Application Laid-Open No. 2019-92949, and by moving the pseudo-movable body display, an effect similar to the effect of moving the movable body as a structure can be executed. However, in such gaming machines, there is a problem that only the pseudo-movable body is moved and displayed in the same way as the movable body, and the interest of the effect cannot be enhanced. In view of this point, there is a demand for providing a gaming machine capable of enhancing the interest of the pseudo-movable body display.

[0009] The gaming machine according to means (A) is a gaming machine that can be controlled to an advantageous state advantageous to the player, 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, effect execution means capable of executing an effect, and is provided with The effect execution means is a pseudo-movable body display effect for moving and displaying the pseudo-movable body display from the first display position to the second display position, a movable body effect for moving the movable body from the first position to the second position, and can execute When the movable body effect and the pseudo-movable body display effect are executed by the effect execution means in a predetermined period, the ratio of being controlled to the advantageous state is higher than when only the pseudo-movable body display effect is executed without the movable body effect being executed by the effect execution means in 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 effect and the pseudo-movable body display effect.

[0010] Furthermore, 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

[0011]

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Embodiments for Carrying Out the Invention

[0012] (Basic Explanation) First, the basic configuration and control of the pachinko game machine 1 (which is also the configuration and control of a general pachinko game machine) will be described.

[0013] [Form] The game machine of Form 1 is It is possible to control to an advantageous state (for example, a jackpot gaming state) that is advantageous to the player, and it is also possible to control to a special state (for example, a time-saving state (high-probability high-base state or low-probability high-base state)) that is easier to control to the advantageous state than the normal state. A gaming machine (for example, the pachinko gaming machine 1), Update means (for example, the part where the CPU 103 executes the ball payout state determination process shown in FIGS. 11-13) that can update predetermined numerical data from a first value (for example, "0") to a second value (for example, "1" or "2") when the number of times of the advantageous state that occurred during an advantageous period (for example, the period of consecutive wins) in which the gaming machine has not been controlled back to the normal state at all since being controlled from the normal state to either the advantageous state or the special state reaches a specific number of times (for example, when the number of consecutive wins is 5 or more, which is the first determination number of times), Adjustment means (for example, as shown in FIGS. 11-13 and 11-21, the part where the CPU 103 sets the ball payout state flag value to "1" or "2" in the ball payout state determination process to extend the fanfare performance period, the interval period, and the ending performance period during the jackpot gaming) that adjusts so that the giving speed of the gaming value given in a unit period decreases when the predetermined numerical data is the second value, and, The update means updates the predetermined numerical data from the second value to the first value when an end condition is satisfied (for example, as shown in FIG. 11-13, the part where the CPU 103 sets the ball payout state flag to "0" based on the fact that the variable display remaining number of times set at the same time when the ball payout state flag was set to "1" became 0), It is characterized by this. According to this feature, since the adjustment to reduce the giving speed of the gaming value is executed when the predetermined numerical data is the second value, it is possible to prevent the gaming value from being given excessively in a short period and the gambling nature from becoming excessively high when the predetermined numerical data is the second value.

[0014] The gaming machine of form 2 of the feature part 162SG is the gaming machine described in form 1, A gaming machine capable of executing variable display and controllable to the advantageous state when the variable display result becomes a specific result (for example, a jackpot). The adjustment means adjusts so that the variable display period of the variable display executed when the predetermined numerical data is the second value is longer than the variable display period of the variable display executed when the predetermined numerical data is the first value (for example, as shown in FIG. 11-8, when the value of the ball output state flag is "1" or "2" (in the first high ball output state or the second high ball output state), the special figure variable display time in each variation pattern is set longer than when the value of the ball output state flag is "0" (in the low ball output state)). It is characterized by this. According to this feature, since the time interval of the advantageous state generated when the predetermined numerical data is the second value can be lengthened by lengthening the variable display period, the game value giving speed when the predetermined numerical data is the second value can be reduced without reducing the game value given in the advantageous state.

[0015] The gaming machine of form 3 of the feature part 162SG is the gaming machine described in form 1 or form 2, The advantageous state includes a grantable period during which game value can be granted (for example, during each round game in which the big winning opening is in an open state, as shown in FIG. 11-20) and a non-grantable period during which game value cannot be granted (for example, during the fanfare effect period, the interval period, and the ending effect period in which the big winning opening is in a closed state, as shown in FIG. 11-20). The adjustment means adjusts so that the non-grantable period of the advantageous state controlled when the predetermined numerical data is the second value is longer than the non-grantable period of the advantageous state controlled when the predetermined numerical data is the first value (for example, as shown in FIG. 11-21, when the value of the ball output state flag is "1" or "2", the fanfare effect period, the interval period, and the ending period during the jackpot game are set longer than when the value of the ball output state flag is "0"). It is characterized by this. According to this feature, by increasing the non - grantable period during which game value is not granted, the granting speed of game value when the predetermined numerical data is the second value can be reduced.

[0016] The gaming machine of form 4 of the feature part 162SG is a gaming machine described in any of forms 1 to 3, and includes advantageous state type determination means (for example, the part where the CPU 103 executes the process of determining the jackpot type (step 162SGS154) in the special symbol normal process shown in FIGS. 11 - 16) that can determine whether the advantageous state is either a first advantageous state (for example, certain variable big win B) or a second advantageous state (for example, certain variable big win A) whose magnitude of the granted game value is larger than that of the first advantageous state. The adjustment means adjusts so that the ratio at which the first advantageous state is determined by the advantageous state type determination means when the predetermined numerical data is the second value is higher than the ratio at which the first advantageous state is determined by the advantageous state type determination means when the predetermined numerical data is the first value (for example, as shown in the modification example 162SG - 1, when the ball - out state is a high ball - out state, the determination ratio of certain variable big win A as the jackpot type is reduced and the determination ratio of certain variable big win B is increased compared to the case where the ball - out state is a low ball - out state). It is characterized by this. According to this feature, when the predetermined numerical data is the second value, the first advantageous state with a small magnitude of the granted game value is likely to be determined. Therefore, the magnitude of the game value granted when the predetermined numerical data is the second value can be reduced, and as a result, the granting speed of the game value when the predetermined numerical data is the second value can be reduced.

[0017] The gaming machine of form 5 of the feature part 162SG is a gaming machine described in any of forms 1 to 4, The adjustment means adjusts such that the ratio at which the end of the advantageous period is determined by the advantageous period end determination means when the predetermined numerical data is the second value is higher than the ratio at which the end of the advantageous period is determined by the advantageous period end determination means when the predetermined numerical data is the first value (for example, as shown in Modification Example 162SG-2, the part that increases the ratio of determining the jackpot type as a non-progressive jackpot in the high payout state compared to the low payout state, or the part that increases the ratio of winning the falling lottery in the high payout state compared to the low payout state). It is characterized by this. According to this feature, when the predetermined numerical data is the second value, the end of the advantageous period is likely to be determined and it is easily controlled to the normal state. Therefore, the number of occurrences of consecutive advantageous states through the special state can be reduced. As a result, the speed of granting game value when the predetermined numerical data is the second value can be decreased.

[0018] The gaming machine of Form 6 of Feature Part 162SG is a gaming machine described in any of Forms 1 to 5, The end condition is that the number of occurrences of the advantageous state that occurred during the advantageous period reaches the end determination number of times after the predetermined numerical data is updated from the first value to the second value by the update means (for example, as shown in Modification Example 162SG-3, the part that controls the first high payout state or the second high payout state to the low payout state on the condition that 100 variable displays have been executed after being controlled to the first high payout state or the second high payout state). It is characterized by this. According to this feature, it is possible to end the adjustment when the number of advantageous states of the end determination number of times occurs during the advantageous period after the predetermined numerical data is updated from the first value to the second value.

[0019] The gaming machine of Form 7 of Feature Part 162SG is a gaming machine described in any of Forms 1 to 6, A gaming machine that executes variable display and can be controlled to the advantageous state when the variable display result becomes a specific result (for example, a jackpot). The end condition is that the number of times of variable display executed after the predetermined numerical data is updated from the first value to the second value by the update means reaches the end determination number of times (for example, the value set as the remaining number of variable displays after determination, "100", becomes "0" by executing 100 times of variable display). It is characterized by this. According to this feature, adjustment can be terminated when variable display of the end determination number of times is executed after the predetermined numerical data is updated from the first value to the second value.

[0020] The gaming machine of form 8 of the feature part 162SG is a gaming machine described in any one of forms 1 to 7, The end condition is that the magnitude of the game value used in the game reaches the magnitude of end determination after the predetermined numerical data is updated from the first value to the second value by the update means (for example, as shown in the modification example 162SG-4, after setting the value of the out ball state flag to "1", based on the fact that the total number of game balls that won in each winning port or entered the out port during the period of continuous winning state reaches a predetermined number (for example, 1000 balls), the value of the out ball state flag is set to "0"). It is characterized by this. According to this feature, adjustment can be terminated when the magnitude of the game value used in the game reaches the magnitude of end determination after the predetermined numerical data is updated from the first value to the second value.

[0021] The gaming machine of form 9 of the feature part 162SG is a gaming machine described in any one of forms 1 to 8, Storage means (for example, RAM102) capable of holding the value of the predetermined numerical data even when the power supply to the gaming machine is stopped, When power supply to the gaming machine is started, an initialization means for initializing the stored content of the storage means based on the establishment of a predetermined condition (for example, when the CPU 103 executes the main game control process shown in FIG. 11-11 at the start of the pachinko gaming machine 1, based on the fact that the recovery condition is not satisfied (step S3; N), the part that executes the processes of step S6a and step S6b), and comprises When the stored content of the storage means is initialized by the initialization means, the first value is set in the predetermined numerical data (for example, as shown in FIG. 11-11, the part where the CPU 103 sets "0" corresponding to the low out-ball state as the value of the out-ball state flag in the process of step S6b), which is characterized in that. According to this feature, it is possible to prevent adjustment from being performed at the start of power supply.

[0022] The gaming machine of form 10 of the feature part 162SG is a gaming machine described in any one of forms 1 to 9, comprises a storage means (for example, RAM 102) capable of retaining the value of the predetermined numerical data even when power supply to the gaming machine is stopped, When power supply to the gaming machine is started, the predetermined numerical data is recovered based on the value of the predetermined numerical data retained in the storage means (for example, when the CPU 103 executes the main game control process shown in FIG. 11-11 at the start of the pachinko gaming machine 1, if the recovery condition is satisfied (step S3; Y), by executing a recovery process (step S4) including an update process of the out-ball state flag by backup data, when it was in the high out-ball state at the time of power failure, it is recovered to the high out-ball state, and when it was in the low out-ball state at the time of power failure, it is recovered to the low out-ball state), which is characterized in that. According to this feature, if the predetermined numerical data at the time of power failure is the second value, adjustment can be continued at the time of power failure recovery.

[0023] The gaming machine of form 11 of the feature part 162SG is a gaming machine described in any one of forms 1 to 10, Notification means capable of notifying that the predetermined numerical data is the second value (for example, as shown in FIGS. 11-13, in the ball output state determination process by the CPU 103, after setting the value of the ball output state flag to "1" in the process of step S162SG06, the part where the lighting of the high ball output state notification LED 162SG071 is started in the process of step 162SG08). It is characterized by this. It is possible to recognize that adjustment is being made because the predetermined numerical data is the second value.

[0024] The gaming machine of form 12 of feature part 162SG is the gaming machine described in form 11, Game control means capable of controlling the progress of the game (for example, CPU 103), Light emitting means having a plurality of light emitting parts whose light emission is controlled by the game control means (for example, the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display 20, the high ball output state notification LED 162SG071). The notification is performed by causing the light emitting part to emit light (for example, the part where the high ball output state is notified by lighting the high ball output state notification LED 162SG071). It is characterized by this. According to this feature, notification can be performed by light emission control common to other light emitting parts by the game control means.

[0025] The gaming machine of form 13 of feature part 162SG is the gaming machine described in any of forms 1 to 12, Game control means capable of controlling the progress of the game (for example, CPU 103), Effect control means capable of controlling an effect based on control information transmitted from the game control means (for example, the effect control command shown in FIG. 11-2) (for example, the effect control CPU 120), and The game control means can transmit control information to the effect control means that can identify that the predetermined numerical data is the second value (for example, as shown in FIGS. 11-13, after the CPU 103 executes the transmission setting of the out-ball state designation command in the process of step 162SGS17, the part that executes the command control process shown in FIG. 5), The effect control means can execute effect control based on control information that can identify that the predetermined numerical data is the second value (for example, as shown in FIGS. 11-27 and 11-28, the effect control CPU 120, in the preview effect determination process, identifies the out-ball state from the received out-ball state designation command, and can determine whether to execute a preview effect during variable display and the type of the preview effect to be executed using a preview effect type determination table corresponding to the identified out-ball state), It is characterized by this. According to this feature, since effect control corresponding to whether the predetermined numerical data is the second value can be executed, the gaming interest can be improved.

[0026] The gaming machine of form 14 of the feature part 162SG is a gaming machine described in any of forms 1 to 13, It includes effect execution means (for example, the effect control CPU 120) that can execute a specific effect (for example, a reach effect) that can suggest a high possibility of being controlled to the advantageous state, and a preview effect (for example, a preview prediction effect) that announces the execution of the specific effect, The effect execution means restricts the execution of the preview effect in a predetermined period before the predetermined numerical data is updated from the second value to the first value by the update means (for example, as shown in FIG. 11-23, the effect control CPU 120 determines whether the remaining number of variable displays is less than or equal to the preview limit number after the determination in the process of step 162SGS242b of the preview prediction setting process, and if the remaining number of variable displays is less than or equal to the preview limit number after the determination (step 162SGS242b; Y), it does not execute the preview prediction effect), It is characterized by this. According to this feature, it is possible to prevent a warning effect from becoming inappropriate due to the adjustment not being executed when a predetermined numerical value data is updated from the second value to the first value.

[0027] (Configuration of Pachinko Machine 1, etc.) FIG. 1 is a front view of the pachinko machine 1 and shows the layout of the main members. The pachinko machine (gaming machine) 1 is roughly composed of a game board (gauge board) 2 that constitutes the game board surface and a gaming machine frame (base frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls as game media are launched from a predetermined ball shooting device and driven into this game area.

[0028] Note that the "variable display" of the special symbol means, for example, variably displaying a plurality of types of special symbols (the same applies to other symbols described later). The variations include updated display of a plurality of symbols, scroll display of a plurality of symbols, deformation of one or more symbols, enlargement / reduction of one or more symbols, etc. In the variation of the special symbol or the ordinary symbol described later, a plurality of types of special symbols or ordinary symbols are updated and displayed. In the variation of the decorative symbol described later, a plurality of types of decorative symbols are scroll-displayed or updated-displayed, 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.

[0029] 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.

[0030] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device), an organic EL (Electro Luminescence), etc., and displays various effect images. The image display device 5 may be composed of a projector and a screen. Various effect images are displayed on the image display device 5.

[0031] 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 decoration identification information different from the special symbols, such as decorative symbols (symbols indicating numbers, etc.), is performed. Here, in synchronization with the first special figure game or the second special figure game, decorative symbols are variably displayed (for example, scroll display or update display in the vertical direction) in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right". The special figure games executed in synchronization and the variable display of the decorative symbols are collectively referred to simply as variable display.

[0032] On the screen of the image display device 5, a display area for displaying a hold display corresponding to the variable display whose execution is on hold and an active display corresponding to the variable display in progress may be provided. The hold display and the active display are collectively referred to as a variable display corresponding display corresponding to the variable display.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] The winning ball device 6A forms a first starting winning port that is always kept in a certain open state where a game ball can enter by, for example, a predetermined ball receiving member. When a game ball enters the first starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the first special figure game can be started.

[0037] 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 a game ball cannot enter (it is also said that the second starting winning port is in a closed state). On the other hand, when the solenoid 81 is in the on state, the variable winning ball device 6B is in an open state where a game ball can enter the second starting winning port because the movable wing pieces are in the tilted position (it is also said that the second starting winning port is in an open state). When a game ball enters the second starting winning port, a predetermined number (for example, 3) of prize balls are paid out, and the second special figure game can be started. Note that the variable winning ball device 6B only needs to be able to change between a closed state and an open state, and is not limited to including an electric tulip-type accessory.

[0038] At predetermined positions on the game board 2 (in the example shown in FIG. 1, three locations in the lower left of the game area and one location above the variable winning ball device 6B), a general winning port 10 that is always kept in a certain open state by a predetermined ball receiving member is provided. In this case, when a game ball enters any of the general winning ports 10, a predetermined number (for example, 10) of game balls are paid out as prize balls.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] At a predetermined position of 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 referred to as a normal symbol game.

[0044] 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 ball passing through the passage gate 41, a normal symbol game is executed.

[0045] Below the normal symbol display 20, a normal symbol hold display 25C is provided. The normal symbol hold display 25C includes, for example, four LEDs, and displays the number of normal symbol games whose execution is on hold, i.e., the normal symbol hold memory number, by the number of lit LEDs.

[0046] 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.

[0047] On the upper left and right positions of the game machine frame 3, speakers 8L and 8R for reproducing and outputting sound effects and the like are provided. Above the image display device 5 in the game machine frame 3, a main lamp 9a is provided, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Further, an attacker lamp 9c is provided in the vicinity of the special variable winning ball device 7 on the game board 2.

[0048] 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 performance is provided. Further, a movable body lamp 9d is provided on the movable body 32. The movable body lamp 9d, the main lamp 9a, the frame 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.

[0049] At the lower right position of the game machine frame 3, a hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by a hitting and launching device is provided.

[0050] 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. Incidentally, the gaming machine frame 3 may be provided with a payout section (hitting ball supply tray) for paying out prize balls when the upper tray is full, separately from the upper tray.

[0051] 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).

[0052] At a predetermined position of the gaming machine frame 3 below the gaming area, a push button 31B that enables a player to perform a predetermined instruction operation by a pressing operation or the like is provided. Operations on the push button 31B are detected by a push sensor 35B (see FIG. 3).

[0053] In the pachinko gaming machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the operations (such as operations) of the player, but other detection means may be provided.

[0054] 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 change 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 change 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 change switch 52 may be attached outside the main board 11, such as at a predetermined position of the power supply board 17.

[0055] At the center of the back surface of the main board 11, a display monitor 29 is arranged, and a display switching switch 31 is arranged on the side of the display monitor 29. The display monitor 29 may be configured using, for example, a 7-segment LED display device. The display monitor 29 and the display switching switch 31 are arranged in the front when the back surface side of the game board 2 is visually recognized with the game machine frame 3 opened, when visually recognizing the main board 11.

[0056] The display monitor 29 can display winning information such as consecutive ratios, combination ratios, and bases. The consecutive ratio is the ratio of the number of winning balls due to winning in the big winning hole (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 hole (electric chute) and the number of winning balls due to winning in the big winning hole (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.

[0057] 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.

[0058] In the pachinko game machine 1, a security cover 50A is attached to the right end of the outer frame 1a formed in a vertically long rectangular frame shape. The security cover 50A covers the right side portion of the board case 201 including the setting key 51 and the setting switching switch 52 from the back side when the game machine frame 3 is closed. The security cover 50A is a substantially L-shaped member including a short piece 50Aa and a long piece 50Ab, and may be made of a synthetic resin having transparency.

[0059] (Outline of game progress) When a player rotates the hitting operation handle 30 provided in the pachinko gaming machine 1, a game ball is launched toward the game area. When the game ball passes through the passing gate 41, a normal symbol game by the normal symbol display 20 is started. In addition, when the game ball passes through the passing gate 41 during the period of the previous normal symbol game execution or the like (when the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be executed immediately), the normal symbol game based on the passing is held until a predetermined upper limit number (for example, 4).

[0060] In this normal symbol game, if a specific normal symbol (normal symbol winning symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol win". On the other hand, as a confirmed normal symbol, if a normal symbol other than the normal symbol winning symbol (normal symbol losing symbol) stops and is displayed, the display result of the normal symbol becomes "normal symbol lose". When it is "normal symbol 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).

[0061] 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 is started.

[0062] 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 is started.

[0063] In addition, when 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 a big win gaming state or a small win gaming state described later (when a start winning occurs but the special symbol game based on the start winning 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).

[0064] In the special symbol game, if a specific special symbol (big win symbol, e.g., "7", the actual symbol varies according to the big win type described later) is stopped and displayed as the determined special symbol, it is a "big win". If a predetermined special symbol different from the big win symbol (small win symbol, e.g., "2") is stopped and displayed, it is a "small win". Also, if a special symbol different from the big win symbol and the small win symbol (losing symbol, e.g., "-") is stopped and displayed, it is a "loss".

[0065] After the display result in the special symbol 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 symbol game becomes a "small win", it is controlled to the small win game state.

[0066] 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 (e.g., 29 seconds or 1.8 seconds) and the timing when the number of game balls entering the big winning opening reaches a predetermined number (e.g., 9). The predetermined period is the upper limit period during which the big winning opening can be opened in one round, and hereinafter is also referred to as the opening upper limit period. One cycle in which the big winning opening becomes open like this is called a round (round game). In the big win game state, the round can be repeatedly executed until a predetermined upper limit number of times (15 times or 2 times) is reached.

[0067] In the big win game state, the player can obtain prize balls by making the game balls enter the big winning opening. Therefore, the big win game state is an advantageous state for the player. The more the number of rounds in the big win game state and the longer the opening upper limit period, the more advantageous it is for the player.

[0068] In addition, jackpot types are set for "jackpots". For example, multiple types of opening modes of the big winning openings (number of rounds and upper limit of the opening period) and game states after the jackpot game state (normal state, time-limited state, probability-variable state, etc.) are prepared, and jackpot types are set accordingly. As jackpot types, there may be provided jackpot types that allow obtaining a large number of prize balls, jackpot types with few prize balls, or jackpot types that hardly allow obtaining prize balls.

[0069] 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 jackpot game state for some jackpot types (the number of times the big winning opening is opened is the same as the above 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, "small win" may also be provided with small win types.

[0070] After the jackpot game state ends, depending on the above jackpot type, it may be controlled to a time-limited state or a probability-variable state.

[0071] In the time-limited state, control (time-limiting control) is executed to shorten the average special symbol variation time (the period during which the special symbol varies) compared to the normal state. In the time-limited state, control (high-opening control, high-base control) is also executed to make it easier for game balls to enter the second start winning opening, such as shortening the average normal symbol variation time (the period during which the normal symbol varies) compared to the normal state or increasing the probability of "normal symbol win" in the normal symbol game compared to the normal state. Since the time-limited state is a state where the variation efficiency of the special symbol (especially the second special symbol) is improved, it is an advantageous state for the player.

[0072] In the probability-variable state (probability variation state), in addition to the time-limiting control, probability-variable control is executed to increase the probability that the display result becomes a "jackpot" compared to the normal state. Since the probability-variable state is a state where the variation efficiency of the special symbol is improved and it is easier to get a "jackpot" in addition, it is an even more advantageous state for the player.

[0073] 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 end condition that a predetermined number of special figure games have been executed is also called "running out of times" (time-saving when running out of times, probability-variable when running out of times, etc.).

[0074] The normal state is a game state other than advantageous states such as the jackpot game state advantageous to the player, special states such as the time-saving state and the probability-variable state, and is a state in which the pachinko 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 manner as the initial setting state of the pachinko machine 1 (when a predetermined return process is not executed after power-on, such as when a system reset is performed).

[0075] 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 called the low-probability high-base state, the probability-variable state is also called the high-probability high-base state, and the normal state is also called the low-probability low-base state, etc. The high-probability state and the low-base state are also called the high-probability low-base state.

[0076] 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 predetermined number in 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".

[0077] Note that the game state may change based on the fact that the game ball has passed through a specific area (for example, a specific area within the big winning opening) during the jackpot game state. For example, when the game ball passes through the specific area, it may be controlled to the probability-variable state after the jackpot game state. (Advancement of the performance, etc.)

[0078] 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 following describes the effects. Note that the effects are performed by displaying various effect images on the image display device 5. In addition to or instead of the display, the effects may be performed as effects using audio output from the speakers 8L and 8R, lighting and extinguishing of the game effect lamp 9, operation of the movable body 32, or any effect device including some or all of these.

[0079] 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).

[0080] 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 is, for example, 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.

[0081] In addition, a reach effect is executed corresponding to the reach mode being achieved during the variable display of the decorative symbols. In the pachinko gaming machine 1, a plurality of types of reach effects are executed in which the ratio (also referred to as the jackpot reliability or jackpot expectancy) at which the display result (display result of the special figure game or display result of the variable display of the decorative symbols) becomes a "jackpot" differs according to the effect mode. Examples of the reach effects include a normal reach and a super reach with a higher jackpot reliability than the normal reach.

[0082] 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".

[0083] In the case of a "certain variable big win" that is controlled to the certain 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-certain variable big win (normal big win)" that is not controlled to the certain 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 certain variable patterns, and even decorative patterns are also called non-certain variable patterns (normal patterns). After reaching the reach mode with non-certain variable patterns, an upgrade effect that finally becomes a "certain variable big win" may be executed.

[0084] 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 the big win gaming state in the same mode as the small win gaming state) and when it becomes a "small win".

[0085] 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 determined decorative pattern of a non-reach combination (also referred to as "non-reach loss") is stopped and displayed (the display result of the variable display of the decorative pattern becomes "non-reach loss"). Also, when the display result is "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 determined 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").

[0086] 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 preview effect for announcing the jackpot reliability in the variable display before execution (the variable display whose execution is on hold). As the preview effect for announcing, an effect may be executed to change the display mode of the variable display corresponding display (hold display and active display) to a mode different from the normal mode.

[0087] Also, in the image display device 5, after temporarily stopping the decorative pattern once during the variable display of the decorative pattern and then resuming the variable display, a pseudo-sequence effect may be executed to make one variable display appear to be a plurality of variable displays.

[0088] Even during a big win gaming state, a big win performance that notifies the big win gaming state is executed. As the big win performance, a performance that notifies the number of rounds or a promotion performance indicating that the value of the big win gaming state is improved may be executed. Also, even during a small win gaming state, a small win performance that notifies the small win gaming state is executed. Note that by executing a common performance during the small win gaming state and the big win gaming state of some big win types (big win types of the big win gaming state in the same mode as the small win gaming state, for example, big win types that make the subsequent gaming state a high probability state), the player may not be able to tell whether the current state is the small win gaming state or the big win gaming state. In such a case, by executing a common performance after the end of the small win gaming state and after the end of the big win gaming state, it may be impossible to distinguish whether it is a high probability state or a low probability state.

[0089] 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 performance is executed).

[0090] (Substrate Configuration) The pachinko gaming machine 1 is equipped with, for example, a main board 11, a performance control board 12, an audio control board 13, a lamp control board 14, a relay board 15, etc. as shown in FIG. 3. In addition, on the back of the pachinko gaming machine 1, various boards such as a payout control board, an information terminal board, a launch control board, etc. are arranged. Furthermore, a power supply board 17 is also installed. The various control boards include not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and electrical components can be mounted, but also electronic circuit mounting boards on which electrical components are mounted on the electronic circuit board to realize specific electrical functions.

[0091] 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 rectifier 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.

[0092] The main board 11 is a main - side control board and has a function of controlling the progress of the above - mentioned games in the pachinko gaming machine 1 (execution of special figure games (including management of holds), execution of general figure games (including management of holds), jackpot game state, small win game state, game state, etc.). The main board 11 has a game - control microcomputer 100, a switch circuit 110, a solenoid circuit 111, and the like.

[0093] 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.

[0094] 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, various tables referred to when making various decisions described later) are used, and the RAM 102 is used as the main memory. A part or all of the RAM 102 is a backup RAM whose stored content is preserved for a predetermined period even when the power supply to the pachinko gaming machine 1 stops. Note that all or part of the program stored in the ROM 101 may be expanded to the RAM 102 and executed on the RAM 102.

[0095] The random number circuit 104 updates and 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.

[0096] 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).

[0097] 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.

[0098] Reset signals, power-off signals, and clear signals from the power supply board 17 are captured by the switch circuit 110 and transmitted 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 of a power supply monitoring circuit, a built-in watchdog timer IC, or 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.

[0099] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal for turning on solenoid 81 or solenoid 82) from the game control microcomputer 100 to the solenoid 81 for a normal electric accessory or the solenoid 82 for the big winning opening door.

[0100] On the main board 11, a display monitor 29, a display switching switch 31, a setting key 51, a setting switching switch 52, and a door opening sensor 90 are connected. The door opening sensor 90 detects the opening of the game machine frame 3 including the glass door frame 3a.

[0101] The main board 11 (game control microcomputer 100) supplies an effect control command (a command for specifying (notifying) the progress status of the game, etc.) to the effect control board 12 as part of the control of the progress of the game according to the progress of the game. The effect control command output from the main board 11 is relayed by the relay board 15 and supplied to the effect control board 12. The effect control command includes, for example, various determination results on the main board 11 (for example, the display result of the special figure game (including the big win type), the variable pattern used when executing the special figure game (details will be described later)), the status of the game (for example, the start and end of variable display, the opening status of the big winning opening, the occurrence of a win, the number of stored holds, the game state), commands for specifying the occurrence of an error, etc.

[0102] 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.

[0103] On the effect control board 12, an effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125 are mounted.

[0104] The performance control CPU 120 executes processes for performing performances together with the display control unit 123 (processes for realizing the 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 stored in the ROM 121 (data such as various tables) are used, and the RAM 122 is used as the main memory.

[0105] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals output when an operation by a player is detected, and signals appropriately indicating the operation content).

[0106] 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.

[0107] 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 performance image to be displayed on the image display device 5. 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.

[0108] 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 sound designated by the sound designation signal to be output from the speakers 8L and 8R.

[0109] 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.

[0110] 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.

[0111] 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).

[0112] The I / O 125 mounted on the effect control board 12 includes, for example, an input port for capturing the effect control commands transmitted from the main board 11 or the like, and an output port for transmitting various signals (video signal, sound designation signal, lamp signal).

[0113] Boards other than the main board 11, such as the effect control board 12, the audio control board 13, and the lamp control board 14, are also referred to as sub-boards. A plurality of sub-boards may be provided according to functions like in the pachinko game machine 1, or one sub-board may be configured to have a plurality of functions.

[0114] (Operation) Next, the operation (function) of the pachinko game machine 1 will be described.

[0115] (Main operations of the main board 11) First, the main operations on the main board 11 will be described. When power supply to the pachinko gaming machine 1 is started, the game control microcomputer 100 is activated, and the main game control process is executed by the CPU 103. FIG. 4 is a flowchart showing the main game control process executed by the CPU 103 on the main board 11.

[0116] In the main game control process shown in FIG. 4, the CPU 103 first sets the interrupt disable (step S1). Subsequently, necessary initial settings are performed (step S2). The initial settings include the setting of the stack pointer, the register settings of built-in devices (such as CTC (counter / timer circuit), parallel input / output port, etc.), and the setting to make the RAM 102 accessible.

[0117] Next, it is determined whether the recovery condition is satisfied (step S3). The recovery condition can be satisfied when the clear signal is in the off state, there is backup data, and the backup RAM is normal. When the power supply to the pachinko gaming machine 1 is started, for example, if the clear switch provided on the power supply board 17 is pressed, the on-state clear signal is input to the game control microcomputer 100. In such a case where the on-state clear signal is input, it may be determined that the recovery condition is not satisfied in step S3. The backup data may be stored in the RAM 102 which serves as the backup RAM for game control. In step S3, it is only necessary to check or inspect the presence or absence of backup data and data errors, etc., to determine whether the recovery condition can be satisfied.

[0118] 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 in the RAM 102. By setting the work area using the backup data stored in the RAM 102, the game state when the power supply was stopped is restored. For example, if the special symbol was in the middle of variation when the power supply stopped, it is only necessary to be able to resume the variation of the special symbol from the state before the stop.

[0119] 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.

[0120] 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, the setting confirmation condition can be satisfied when the clear signal is in the off state, and the fact that the clear signal is in the off state can also be included in the setting confirmation condition.

[0121] 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.

[0122] 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 the game ball by operating the hitting operation handle, the detection of the game ball 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 a losing symbol 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.

[0123] In the setting change process of step S7, it is determined whether or not a predetermined setting change condition is satisfied. The setting change condition is satisfied, for example, when the detection signal from the door open sensor 90 is in the on state and the setting key 51 is turned on when the power supply is started. The setting change condition may include that the clear signal is in the on state.

[0124] 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 set in the pachinko gaming machine 1 can be changed, and a setting change start command is transmitted 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 member or the like, the set value displayed on the display monitor 29 is stored (updated and stored) 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 transmitted from the main board 11 to the effect control board 12.

[0125] 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.

[0126] On the side of the performance control board 12, when a setting confirmation start command or a setting change start command is received, control may be performed to notify that the setting is being confirmed or that the setting is being changed. For example, in the image display device 5, a predetermined image may be displayed, a predetermined sound may be output from the speakers 8L and 8R, or a light emitting member such as the game effect lamp 9 may be caused to emit light in a predetermined manner.

[0127] 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, and the control can be set to the setting change state. If the clear switch is off, the recovery process in step S4 and the setting confirmation process in step S5 are executed, and the control can be set 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 the control is not performed in the setting change state. If the clear switch is off, the recovery process in step S4 is executed, but the control is not performed in the setting confirmation state.

[0128] 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 the interrupt is permitted (step S10). Thereafter, a loop process is entered. Thereafter, an interrupt request signal is sent from the CTC to the CPU 103 every predetermined time (for example, 2 ms), and the CPU 103 can periodically execute a timer interrupt process.

[0129] When the CPU 103 that has executed such game control main processing receives an interrupt request signal from the CTC and accepts the interrupt request, it executes game control timer interrupt processing shown in the flowchart of FIG. 5. When starting the game control timer interrupt processing shown in FIG. 5, the CPU 103 first executes a predetermined switch process to determine whether detection signals are received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Subsequently, by executing a predetermined main-side error process, 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 a predetermined information output process, data such as jackpot information (information indicating the number of occurrences of jackpots, etc.), start information (information indicating the number of start winnings, etc.), and 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).

[0130] Following the information output process, a game random number update process for updating at least a part of the game random numbers used on the main board 11 side by software is executed (step S24). After that, the CPU 103 executes special symbol process processing (step S25). By the CPU 103 executing the special symbol process processing at each timer interrupt, the execution and reservation 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.

[0131] 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 reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), the opening control of the variable winning 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 reservations is displayed by lighting the normal symbol reservation display 25C.

[0132] After executing the normal symbol process, as part of the game control timer interrupt process, processing when a power failure occurs, processing for paying out prize balls, etc. may be performed. Thereafter, 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 process 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 process, interrupts are permitted and then the game control timer interrupt process is terminated.

[0133] 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).

[0134] 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.

[0135] 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 (steps S110 to S120) of the special symbol process, transmission settings for transmitting the production control command corresponding to each process to the production control board 12 are made.

[0136] 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 set the display result of the special symbol and the decorative symbol as "big win" or "small win" or the big win type in the case of "big win" is determined (predetermined) before the display result is derived and displayed. Furthermore, in the special symbol normal process, a definite special symbol (either a big win symbol, a small win symbol, or a losing symbol) to be stopped and displayed in the special drawing game is set corresponding to the determined display result. After that, the value of the special drawing process flag is updated to "1", and the special symbol normal process ends. Note that the special drawing game using the second special drawing may be executed with priority over the special drawing game using the first special drawing (also referred to as preferential consumption of special drawing 2). Also, the winning order of the game balls entering 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 established in the winning order (also referred to as winning order consumption).

[0137] 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 production control board 12. In the production control board 12, various tables are stored in the ROM 121.

[0138] 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 prior determination result such as whether the display result is a "big win" or a "small win", and the like. In the variable pattern setting process, when the variable pattern is determined, the value of the special figure process flag is updated to "2", and the variable pattern setting process ends.

[0139] The variable pattern specifies the execution time of the special figure game (special figure variable time) (which is also the execution time of the variable display of the decorative symbol), the mode of the variable display of the decorative symbol (such as the presence or absence of a reach), the production content during the variable display of the decorative symbol (such as the type of reach production), and is also called a variable display pattern.

[0140] The special symbol variable process in step S112 is executed when the value of the special figure process flag is "2". This special symbol variable process includes a process of making settings for varying the special symbol in the first special symbol display device 4A and the second special symbol display device 4B, a process of measuring the elapsed time since the start of the variation of the special symbol, and the like. Also, a determination is made as to whether the measured elapsed time has reached the special figure variable time corresponding to the variable pattern. When the elapsed time since the start of the variation of the special symbol reaches the special figure variable time, the value of the special figure process flag is updated to "3", and the special symbol variable process ends.

[0141] The special symbol stop process in step S113 is executed when the value of the special figure process flag is "3". This special symbol stop process includes a process of setting to stop the variation of the special symbol in the first special symbol display device 4A and the second special symbol display device 4B and to stop displaying (derive) the determined special symbol that is the display result of the special symbol. When the display result is "big win", the value of the special figure process flag is updated to "4". On the other hand, when the big win flag is off and the display result is "small win", the value of the special figure process flag is updated to "8". Also, when the display result is "loss", the value of the special figure process flag is updated to "0". When the display result is "small win" or "loss" and when it is under control in the time-saving state or the probability-variable state and when the end of the play count cut-off is established, the game state is also updated. When the value of the special figure process flag is updated, the special symbol stop process ends.

[0142] The pre-big win release process in step S114 is executed when the value of the special figure process flag is "4". This pre-big win release process includes a process of setting to start the execution of a round in the big win game state and to open the big winning port based on, for example, the fact that the display result is "big win". When opening the big winning port, a process of supplying a solenoid drive signal to the solenoid 82 for the big winning port door is executed. At this time, for example, corresponding to the type of big win, the upper limit period for opening the big winning port and the upper limit number of times of executing the round are set. When these settings are completed, the value of the special figure process flag is updated to "5", and the pre-big win release process ends.

[0143] The jackpot release in - process processing in 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.

[0144] The post - jackpot release processing in 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.

[0145] The jackpot end processing in 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 has elapsed, and processing for making various settings for starting the probability - variable control and time - shortening control corresponding 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.

[0146] 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 display result being "small win". At this time, the value of the special figure process flag is updated to "9", and the pre-small-win-opening processing ends.

[0147] 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, etc. 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.

[0148] 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 effect operation for notifying the end of the small-win gaming state is executed has elapsed. Here, when the small-win gaming state ends, the gaming state in the pachinko gaming machine 1 before it 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.

[0149] 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 6 has the highest winning probability of a big win. The winning probability of a big win decreases in the order of 6, 5, 4, 3, 2, 1 as the value becomes smaller. In this example, when 6 is set as the set value, it is most advantageous for the player, and the degree of advantage decreases step by step as the value becomes smaller 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.

[0150] FIG. 7 shows a configuration example of the display result determination table. FIG. 7(A) shows a configuration example of the first special symbol display result determination table used when the variable special symbol is the first special symbol, and FIG. 7(B) shows a configuration example of the second special symbol display result determination table used when the variable special symbol is the second special symbol. The display result determination table is a collection of data stored in the ROM 101. In the display result determination table, a hit determination value compared with the random number value MR1 is assigned to the special symbol display result, which is the variable display result of the special symbol, according to the set value. The random number value MR1 is a random number value for determining the display result, and its value is randomly updated in the range of 0 to 65535. As the display result determination table, a common display result determination table may be used for the first special symbol and the second special symbol.

[0151] 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 reduction 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 reduction state.

[0152] In the first special figure display result determination table, regardless of the game state and set value, 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 set value, 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 is a different same value from that of 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 the same probability.

[0153] 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 reduction 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 values are 2 to 6, numerical ranges corresponding to each set value starting from 1238 are set as the non-common numerical ranges of the big win determination values so as to be continuous from the common numerical range of the big win determination values.

[0154] 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, only the common numerical range of the big hit determination values for determining a big hit is set by assigning the range from 1020 to 1346 to "big hit". On the other hand, when the setting value is from 2 to 6, numerical ranges corresponding to each setting value starting from 1346 are set as the non-common numerical ranges of the big hit determination values so as to be continuous from the common numerical range of the big hit determination values.

[0155] 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 from 1 to 6. This prevents the numerical range of the small hit determination values from overlapping with the range of the big hit determination values that changes according to each setting value.

[0156] 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 from 1 to 6. This prevents the numerical range of the small hit determination values from overlapping with the range of the big hit determination values that changes according to each setting value.

[0157] In the second special figure display result determination table, when the game state is the normal state or the short-time 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.

[0158] In the second special figure display result determination table, when the game state is the probability variable state, similar to the case where the game state is the normal state or the short-time 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.

[0159] The number of set values that can be set in the pachinko gaming machine 1 may be 5 or less or 7 or more. The smaller the set value set in the pachinko gaming machine 1, the more advantageous it may be for the player. The gaming 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 jackpot probability in the normal state is 1 / 320, and the gaming performance is such that the probability variation state loops at a rate of 65% (so-called probability variation loop type). When the set value set in the pachinko gaming machine 1 is 2, the jackpot probability in the normal state is 1 / 200, and while the gaming balls during the jackpot game control the gaming state after the end of the jackpot game to the probability variation state based on passing through a predetermined switch provided inside the special variable winning ball device 7, the gaming performance is such that the rate at which the gaming balls pass through the predetermined switch during the jackpot game varies according to the variation 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 gaming performance may be such that the gaming balls control the jackpot gaming state based on passing through a predetermined switch provided inside the special variable winning ball device 7 during the high base (time shortening control) (so-called type 1 and type 2 mixed type). When the set value set in the pachinko gaming machine 1 is any one of 1 to 3, the gaming performance is the same, but a setting may be provided where 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 gaming performance according to the set value, a common switch may be used for different purposes. Specifically, when the set value is 1 to 3, the predetermined switch provided inside the special variable winning ball device 7 is used as an effect switch (a switch for executing a predetermined effect every time the gaming balls pass through a predetermined area), and when the set value is 4 to 6, the predetermined switch may be used as a gaming switch (a switch for controlling the gaming state to the probability variation state or the jackpot gaming state based on the gaming balls passing through the predetermined switch).

[0160] The jackpot type may be determined at different ratios according to the set value based on the assignment of determination values 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 determination values 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.

[0161] (Main Operations of the Effect Control Board 12) Next, the main operations in 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 an 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), clears the RAM 122, sets various initial values, and sets the registers of the CTC (counter / timer circuit) mounted on the effect control board 12. Also, an initial operation control process is executed (step S72). In the initial operation control process, controls for performing the initial operations of the movable body 32, such as controlling the movable body 32 to return to the initial position and performing a predetermined operation confirmation, are executed.

[0162] Thereafter, it is determined whether 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.

[0163] On the side of the production control board 12, in addition to the timer interrupt that occurs every time a predetermined time elapses, an interrupt for receiving a production control command from the main board 11 occurs. This interrupt is, for example, an interrupt that occurs when the production control INT signal from the main board 11 becomes on. When an interrupt occurs due to the production control INT signal becoming on, the production control CPU 120 automatically sets the interrupt to be prohibited. However, when using a CPU that does not automatically enter the interrupt prohibited state, it is desirable to emit an interrupt prohibition command (DI command). The production control CPU 120 executes, for example, a predetermined command reception interrupt process in response to the interrupt that occurs when the production control INT signal becomes on. In this command reception interrupt process, among the input ports included in the I / O 125, the production control command is fetched from a predetermined input port that receives the control signal transmitted from the main board 11 via the relay board 15. The production control command fetched at this time is stored, for example, in a buffer for receiving the production control command provided in the RAM 122. After that, the production control CPU 120 sets the interrupt permission and then ends the command reception interrupt process.

[0164] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to be off (step S74), and command analysis processing is executed (step S75). In the command analysis processing, for example, after reading out various production control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the buffer for receiving the production control command, settings and controls corresponding to the read production control commands are performed. For example, the read production control command is stored in a predetermined area of the RAM 122, or the reception flag provided in the RAM 122 is turned on so that it can be confirmed in the production control process processing or the like what production control command was received and what the content specified by the production control command is. Also, when the production control command specifies the game state, the display control unit 123 may be instructed to display the background corresponding to the game state.

[0165] 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.

[0166] Subsequent to 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.

[0167] 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.

[0168] 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.

[0169] 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.

[0170] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, the mode thereof, the execution start timing, etc. are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result, etc. is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process ends. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.

[0171] The variable display performance process in step S172 is a process that is executed when the value of the performance process flag is "2". In this variable display performance process, the performance control CPU 120 executes various performance controls during the variable display of the decorative pattern, such as instructing the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, driving the movable body 32, outputting a command (sound effect signal) to the audio control board 13 to output sound or sound effects from the speakers 8L and 8R, and outputting a command (decoration signal) to the lamp control board 14 to turn on / off / blink the game effect lamp 9 and the decorative LEDs. After performing such performance control, for example, in response to the end code indicating the end of the variable display of the decorative pattern being read from the performance control pattern, or receiving a command from the main board 11 to stop displaying the determined decorative pattern, the determined decorative pattern, which is the display result of the decorative pattern, is stopped from being displayed. When the determined decorative pattern is stopped from being displayed, the value of the performance process flag is updated to "3", and the variable display performance process ends.

[0172] The special symbol hit wait process in step S173 is a process that is executed when the value of the performance process flag is "3". In this special symbol hit wait process, the performance control CPU 120 determines whether an performance control command specifying the start of a big win game state or a small win game state has been received from the main board 11. When an performance control command specifying the start of a big win game state or a small win game state is received, if the command specifies the start of a big win game state, the value of the performance process flag is updated to "6". On the other hand, if the command specifies the start of a small win game state, the value of the performance process flag is updated to "4", which is the value corresponding to the small win in-game performance process. Also, when the reception waiting time for the command has elapsed without receiving an 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 "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special symbol hit wait process ends.

[0173] The small hit in-play effect process in step S174 is a process executed when the value of the effect process flag is "4". In this small hit in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the small hit gaming state, and executes various effect controls in the small hit gaming state based on the set content. Also, in the small hit in-play effect process, for example, in response to receiving a command specifying the end of the small hit gaming state from the main board 11, the value of the effect process flag is updated to "5", which is a value corresponding to the small hit end effect, and the small hit in-play effect process is ended.

[0174] The small hit end effect process in step S175 is a process executed when the value of the effect process flag is "5". In this small hit end effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the end of the small hit gaming state, and executes various effect controls at the end of the small hit gaming state based on the set content. After that, the value of the effect process flag is updated to the initial value "0", and the small hit end effect process is ended.

[0175] The big hit in-play effect process in step S176 is a process executed when the value of the effect process flag is "6". In this big hit in-play effect process, the effect control CPU 120 sets, for example, an effect control pattern corresponding to the effect content in the big hit gaming state, and executes various effect controls in the big hit gaming state based on the set content. Also, in the big hit in-play effect process, for example, in response to receiving a command specifying the end of the big hit gaming state from the main board 11, the value of the effect process flag is updated to "7", which is a value corresponding to the ending effect process, and the big hit in-play effect process is ended.

[0176] 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. Then, the value of the effect process flag is updated to the initial value "0", and the ending effect process is terminated.

[0177] (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.

[0178] The pachinko gaming machine 1 in the above basic explanation is a payout type gaming machine that pays out a predetermined number of game media as prizes based on the occurrence of a winning. However, it may also be an enclosed type gaming machine that encloses game media and awards points based on the occurrence of a winning.

[0179] During the variable display of the special symbol, only one type of symbol (for example, a symbol indicating "-") may be displayed, and the variable display may be performed by repeating the display and turning off of the symbol. Further, even when the symbol is displayed during the variable display, it may not be displayed when the variable display stops (the symbol indicating "-" may not be displayed as the display result).

[0180] In the above basic explanation, the pachinko gaming machine 1 is shown as the gaming machine. However, the present invention is also applicable to a slot machine (for example, a slot machine equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonuses, etc.)) in which medals are inserted, a predetermined number of bets is set, a plurality of types of symbols are rotated according to the operation of the operation lever by the player, and when the combination of the stopped symbols becomes a specific combination of symbols when the player operates the stop button, a predetermined number of medals are paid out to the player.

[0181] 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.

[0182] Also, the execution form of the game is not limited to only the one executed by attaching a detachable recording medium, but may be a form in which the program and data downloaded via a communication line or the like are once stored in an internal memory or the like and then executed, or a form directly executed using the hardware resources on the other device side on a network connected via a communication line or the like. Furthermore, it can also be a form in which the game is executed by exchanging data with other computer devices or the like via a network.

[0183] Note that in this specification, the expression of comparison of various ratios such as the execution ratio of the effect (expressions such as "high", "low", "make different") may include the case where one is a ratio of "0%". For example, it also includes the case where one is a ratio of "0%" and the other is a ratio of "100%" or less than "100%".

[0184] (Explanation regarding the feature part 109SG) Next, the feature part 109SG (hereinafter abbreviated as this feature part 109SG) in the embodiment of the present invention will be described.

[0185] Among conventional gaming machines, as a gaming machine described in Japanese Patent Application Laid-Open No. 2013-99572 (Patent Document 1), there is one equipped with a speaker (sound output means) capable of notifying an effect result by the operation of a movable body (execution of a specific effect) and outputting an effect sound.

[0186] As a gaming machine described in Patent Document 1, it is possible to execute a suggestive effect that suggests that a specific effect will be executed by repeatedly operating a movable body in a period before executing the specific effect, and by executing the suggestive effect, it is conceivable to draw the player's attention to whether or not the specific effect will be executed. Further, as such a gaming machine, it is conceivable to improve the gaming interest by ending the repeated operation of the movable body as a suggestive effect a predetermined period before the specific effect and changing the types of effect sounds output from the speaker (changing the types of effect sounds output from the speaker) before and after the predetermined period. However, there is a problem that it becomes difficult to recognize that the types of effect sounds output from these speakers change due to the operation of the movable body before and after the predetermined period.

[0187] The present invention has been made paying attention to such problems, and an object thereof is to provide a gaming machine that makes it easy to recognize that the types of effect sounds change before and after a predetermined period.

[0188] FIG. 10-1 is a front view of the pachinko gaming machine 1 in the present feature unit 109SG. As shown in FIG. 10-1, in the pachinko gaming machine 1 of the present feature unit 109S, a movable body unit 109SG400 is provided between the game board 2 and the image display device 5 provided on the back side thereof.

[0189] As shown in FIG. 10-3(A), the movable body unit 109SG400 has a base 109SG410. A first movable body 109SG401 is disposed at the center in the left-right width direction of the base 109SG410, a second movable body 109SG402L is disposed at the left part in the left-right width direction of the base 109SG410, and a third movable body 109SG402R is disposed at the right part in the left-right width direction of the base 109SG410, respectively.

[0190] In addition, the movable unit 109SG400 includes a first movable body motor 109SG421 for operating the first movable body 109SG401, a second movable body motor 109SG422 for operating the second movable body 109SG402L, and a third movable body motor 109SG423 for operating the third movable body 109SG402R. Therefore, the second movable body 109SG402L and the third movable body 109SG402R in this feature part 109SG can operate independently of the first movable body 109SG401. Also, a movable body LED 109SG495 is built into a predetermined position (for example, the upper position of the first movable body 109SG401) of the first movable body 109SG401.

[0191] Among the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R, the first movable body 109SG401 can be moved from a retracted position (see Fig. 10-3(A)), which is a position below the image display device 5, to a suggestive position (see Fig. 10-3(B)) above the retracted position, and then to a presentation position (see Fig. 10-3(C)) that is above the suggestive position and also in front of the image display device 5, by driving the first movable body motor 109SG421.

[0192] In addition, the second movable body 109SG402L and the third movable body 109SG402R can be moved from a retracted position (see Fig. 10-3(A)), which is a position below the image display device 5, to positions adjacent to the left and right of the first movable body 109SG401 at the presentation position (see Fig. 10-3(C)) by driving the second movable body motor 109SG422 and the third movable body motor 109SG423.

[0193] In the present feature section 109SG, as shown in FIGS. 10-3(A) to 10-3(C), the state in which the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are all in the retracted positions is defined as the first state of the movable body unit 109SG400. The state in which the first movable body 109SG401 is in the suggested position while the second movable body 109SG402L and the third movable body 109SG402R are in the retracted positions is defined as the second state of the movable body unit 109SG400. The state in which the first movable body 109SG401 is in the effect position and the second movable body 109SG402L and the third movable body 109SG402R are in the positions adjacent to the left and right of the first movable body 109SG401 in the effect position is defined as the third state of the movable body unit 109SG400.

[0194] FIG. 10-4(A) is an explanatory diagram showing an example of the content of the effect control command used in the present feature section 109SG. The effect control command has, for example, a two-byte configuration. The first byte indicates MODE (classification of the command), and the second byte represents EXT (type of the command). The leading bit (bit 7) of the MODE data is always set to "1", and the leading bit of the EXT data is set to "0". Note that the command format shown in FIG. 10-4(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be 1 or a plurality of three or more.

[0195] 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 a 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 a special symbol game using the second special symbol in the second special symbol display device 4B. Command 81XXH is a variable pattern designation command that designates a variable pattern (variable time (variable display time)), such as a decorative symbol (also referred to as a production symbol) that is variably displayed in each of the decorative symbol display areas 5L, 5C, and 5R of "left", "center", and "right" in the image display device 5 corresponding to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and it may be any value that is arbitrarily set according to the instruction content by the production control command. Note that in the variable pattern designation command, different EXT data is set according to the designated variable pattern and the like.

[0196] Command 8CXXH is a variable display result designation command, which is a production control command that designates the variable display result of a special symbol, a decorative symbol, or the like. In the variable display result designation command, for example, as shown in FIG. 10-4(B), different EXT data is set according to the determination result (pre-determined result) of whether the variable display result (also referred to as a variable display result) is "a miss", "a big win", or "a small win", or the determination result (big win type determination result) of which of multiple types of big win types is to be used when the variable display result is "a big win".

[0197] In the variable display result specification command, for example, as shown in Fig. 10-4(B), command 8C00H is the first variable display result specification command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is the second variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain variable big win A" and the big win type determination result. Command 8C02H is the third variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain variable big win B" and the big win type determination result. Command 8C03H is the fourth variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "certain variable big win C" and the big win type determination result. Command 8C04H is the fifth variable display result specification command for notifying a pre-determined result that the variable display result is "big win" and the big win type is "non-certain variable big win" and the big win type determination result. Command 8C05H is the sixth variable display result specification command for notifying a pre-determined result that the variable display result is "small win".

[0198] 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 designation command that designates the current game state in the pachinko machine 1. In the game state designation command, for example, different EXT data is set according to the current game state in the pachinko machine 1. As a specific example, command 9500H is set as the first game state designation command corresponding to a game state (low probability low base state, normal state) in which neither time reduction control nor probability variation control is performed, and command 9501H is set as the second game state designation command corresponding to a game state (low probability high base state, time reduction state) in which time reduction control is performed while probability variation control is not performed. Also, command 9502H is set as the third game state designation command corresponding to a game state (high probability low base state, probability variation state without time reduction) in which probability variation control is performed while time reduction control is not performed, and command 9503H is set as the fourth game state designation command corresponding to a game state (high probability high base state, probability variation state with time reduction) in which both time reduction control and probability variation control are performed.

[0199] Command A0XXH is a winning start designation command (also referred to as a "fanfare command") that designates the display of a production image indicating the start of a big win game or a small win game. Command A1XXH is a big winning opening notification command that notifies that it is a period during which the big winning opening is in an open state in the big win game state. Command A2XXH is a big winning opening post-notification command that notifies that it is a period during which the big winning opening changes from an open state to a closed state in the big win game state. Command A3XXH is a winning end designation command that designates the display of a production image at the end of a big win game or a small win game.

[0200] In the winning start designation command or the winning end designation command, different EXT data may be set according to the pre-determined result or the jackpot type determination result, for example, 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 rounds (for example, "1" to "10") in the normal big winning state and the high-speed big winning state described later.

[0201] 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.

[0202] 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. Also, the first reserved memory number notification command and the second reserved memory number notification command may be transmitted in response to, for example, the start of execution of the special figure game when either the first start condition or the second start condition is satisfied (when the reserved memory number decreases).

[0203] 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.

[0204] Commands C4XXH and C6XXH are effect control commands (winning determination result designation commands) that indicate the content of the winning determination result. Among these, command C4XXH is a symbol designation command that, as the winning determination result, determines whether the variable display result is a "big win" or not, the determination result of the big win type (probability variable or non-probability variable), and indicates that it is a small win. Also, command C6XXH is a variation category command that, as the winning determination result, indicates the determination result of whether the random number value for variation pattern determination becomes any of the variation patterns of "non-reach", "super reach", or "other".

[0205] The commands shown in FIG. 10-4(A) are just examples, and it may not have some of these commands, or different commands may be used instead of these commands, or commands different from these commands may be added. For example, a prize ball number notification command for specifying the number of prize balls paid out based on the fact that a game ball has won a prize at each winning port, a gate passage notification command for notifying that a game ball has passed through the passage gate 41, a notification command for notifying the remaining number of times when probability variation control or time shortening control is executed, etc. may be provided.

[0206] 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 109SG, on the side of the main board 11, numerical data indicating each of the random values MR1 for special figure display result determination, MR2 for big win type determination, MR3 for variation pattern determination, and MR4 for normal figure display result determination is controlled to be countable. Incidentally, in order to enhance the game effect, random values other than these may be used. The random numbers used to control the progress of such games are also referred to as game random numbers.

[0207] The random number circuit 104 only needs to be able to count numerical data indicating some or all of these random values MR1 to MR4. The CPU 103 may use a random counter different from the random number circuit 104, such as the random counter provided in the game control counter setting unit 109SG154 shown in FIG. 10-10, and update various numerical data by software to count the numerical data indicating some of the random values MR1 to MR4.

[0208] The random value MR1 for determining the special figure display result is a random value used to determine whether to control the variable display result such as a special symbol in the special figure game to the jackpot game state with the "jackpot", and takes a value in the range of, for example, "1" to "65536". The random value MR2 for determining the jackpot type is a random value used to determine the jackpot type to be one of "certain-variable jackpot A", "certain-variable jackpot B", "certain-variable jackpot C", and "non-certain-variable jackpot" when the variable display result is the "jackpot", and takes a value in the range of, for example, "1" to "100".

[0209] The random value MR3 for determining the variation pattern is a random value used to determine the variation pattern in the variable display of the special symbol or the decorative symbol to be one of a plurality of types prepared in advance, and takes a value in the range of, for example, "1" to "997".

[0210] The random value MR4 for determining the normal figure display result is a random value used to make a decision such as whether the variable display result in the normal figure game by the normal figure display 20 is a "normal figure win" or a "normal figure miss", and takes a value in the range of, for example, "3" to "13".

[0211] FIG. 10-6(A) shows a configuration example of the special figure display result determination table 1 stored in the ROM 101. In this feature unit 109SG, as the special figure display result determination table, a common special figure display result determination table is used for the first special figure and the second special figure, but the present invention is not limited to this, and individual special figure display result determination tables may be used for the first special figure and the second special figure.

[0212] The special figure display result determination table 1 is a table referred to for determining whether to control the variable display result to the jackpot game state with the "jackpot" based on the random value MR1 for determining the special figure display result before the determined special symbol that becomes the variable display result is derived and displayed in the special figure game using the first special figure by the first special symbol display device 4A or the special figure game using the second special figure by the second special symbol display device 4B.

[0213] In the special drawing display result determination table 1 in the feature unit 109SG, the values (determination values) compared with the random number value MR1 for special drawing display result determination are assigned to the special drawing display results of "big win" or "loss" according to whether the game state of the pachinko gaming machine 1 is in the normal state or the time-limited state (low probability state), or in the probability-variable state (high probability state).

[0214] In the special drawing display result determination table 1, the table data indicating the determination value compared with the random number value MR1 for special drawing display result determination is the determination data assigned to the determination result of whether to control the big win game state with the special drawing display result as "big win". In the special drawing display result determination table 1 in the feature unit 109SG, when the game state is in the probability-variable state (high probability state), more determination values are assigned to the special drawing display result of "big win" than when it is in the normal state or the time-limited state (low probability state). As a result, in the probability-variable state (high probability state) where probability-variable control is performed in the pachinko gaming machine 1, compared with the probability (about 1 / 300 in this feature unit 109SG) of determining to control the special drawing display result as "big win" and enter the big win game state when it is in the normal state or the time-limited state (low probability state), the probability of determining to control the special drawing display result as "big win" and enter the big win game state becomes higher (about 1 / 30 in this feature unit 109SG). That is, in the special drawing display result determination table 1, the determination data is assigned to the determination result of whether to control the big win game state so that the probability of determining to control the big win game state is higher when the game state of 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-limited state.

[0215] Also, FIG. 10-6(B) shows a configuration example of the special drawing display result determination table 2 stored in the ROM 101. The special drawing display result determination table 2 is a table referred to for determining whether to control the variable display result as "small win" and enter the small win game state based on the random number value MR1 for special drawing display result determination before the determined special symbol, which is the variable display result, is derived and displayed in the special drawing game using the first special drawing by the first special symbol display device 4A or the special drawing game using the second special drawing by the second special symbol display device 4B.

[0216] In the special drawing display result determination table 2 in the feature unit 109SG, regardless of whether the game state in the pachinko game machine 1 is the normal state or the time-saving state (low probability state) or the probability variation state (high probability state), the numerical value (determination value) compared with the random number value MR1 for special drawing display result determination is assigned to the special drawing display result of "small win".

[0217] In the special drawing display result determination table 2, the table data indicating the determination value compared with the random number value MR1 for special drawing display result determination is the determination data assigned to the determination result of whether to control the small win game state with the special drawing display result as "small win". In the special drawing display result determination table 2 in the feature unit 109SG, the number of determination values assigned to "small win" is different between the case of the special drawing game of the first special drawing and the case of the second special drawing. Specifically, in the case of the special drawing game of the first special drawing, a determination value is assigned to "small win", but in the case of the special drawing game of the second special drawing, no determination value is assigned to "small win". Therefore, as will be described later, the variable display of the second special drawing is executed with priority over the variable display of the first special drawing, and when the time-saving control is executed and a winning occurs at the second start winning port formed by the variable winning ball device 6B and the variable display of the second special drawing is frequently executed in the high base state, "small win" hardly occurs. In the high base state where the game ball easily enters the second start winning 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 gaming interest decreases.

[0218] FIG. 10-7(A) shows a configuration example of the jackpot type determination table stored in the ROM 101. The jackpot type determination table in the present feature unit 109SG is a table referred to for determining one of a plurality of types of jackpot types based on the random number value MR2 for jackpot type determination when it is determined that the special figure display result is "jackpot" and the game state is controlled to the jackpot game state. In the jackpot type determination table, according to whether the special symbol that has undergone variable display (fluctuating display) in the special figure game is the first special figure (the special figure game by the first special figure display device 4A) or the second special figure (the special figure game by the second special figure display device 4B), the numerical value (determination value) to be compared with the random number value MR2 for jackpot type determination is assigned to a plurality of types of jackpot types such as "non-probability-variable jackpot", "probability-variable jackpot A", "probability-variable jackpot B", and "probability-variable jackpot C".

[0219] Here, regarding the jackpot type in the present feature unit 109SG, referring to FIG. 10-7(B), in the present feature unit 109SG, as the jackpot type, there are "probability-variable jackpot A" and "probability-variable jackpot B" in which high-probability control and time-shortening control are executed after the end of the jackpot game state and the high-probability high-base state is entered, "probability-variable jackpot C" in which high-probability control is executed but time-shortening control is not executed after the end of the jackpot game state and the high-probability low-base state is entered, and "non-probability-variable jackpot" in which only time-shortening control is executed after the end of the jackpot game state and the low-probability high-base state is entered.

[0220] The jackpot gaming state caused by "Sure-Variable Jackpot A" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 10 times (so-called 10 rounds). On the other hand, the jackpot gaming state caused by "Sure-Variable Jackpot B" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 5 times (so-called 5 rounds). And the jackpot gaming state caused by "Sure-Variable Jackpot C" is a normal open jackpot in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Also, the jackpot gaming states caused by "Sure-Variable Jackpot C" and "Non-Sure-Variable Jackpot" are normal open jackpots in which the round that changes the special variable winning ball device 7 to the first state advantageous to the player is repeated 2 times (so-called 2 rounds). Therefore, "Sure-Variable Jackpot A" may be referred to as a 10-round (10R) sure-variable jackpot, "Sure-Variable Jackpot B" as a 5-round (5R) sure-variable jackpot, and "Sure-Variable Jackpot C" as a 2-round (2R) sure-variable jackpot.

[0221] Also, although not particularly shown, in the small-win gaming state in this feature part 109SG, the special variable winning ball device 7 changes to the first state advantageous to the player twice, and the opening time is 0.1 second. Incidentally, after the end of the small-win game, the gaming state immediately before the small-win game is taken over.

[0222] The high-probability control and time-shortening control executed after the end of the jackpot gaming state of the sure-variable jackpot continue to be executed until a jackpot occurs again after the end of the jackpot gaming state. Therefore, if the jackpot that occurs again is a sure-variable jackpot, the high-probability control and time-shortening control are executed again after the end of the jackpot gaming state, so that the jackpot gaming states occur continuously without passing through the normal state, so-called consecutive winning state.

[0223] On the other hand, the short-time control executed after the end of the jackpot game state due to the "non-probabilistic jackpot" ends when a predetermined number of special symbol games (100 times in this feature section 109SG) are executed, or when the jackpot game state is entered before the predetermined number of special symbol games is executed.

[0224] In the setting example of the jackpot type determination table shown in Fig. 10-7(A), depending on whether the variably displayed special symbol is the first special symbol or the second special symbol, the allocation of determination values for the jackpot types of "probabilistic jackpot A", "probabilistic jackpot B", "probabilistic jackpot C", and "non-probabilistic jackpot" is different. That is, when the variably displayed special symbol is the first special symbol, a determination value within a predetermined range (values in the range of "81" to "100") is allocated to the jackpot types of "probabilistic jackpot B" and "probabilistic jackpot C" with fewer rounds, while when the variably displayed special symbol is the second special symbol, no determination value is allocated to the jackpot types of "probabilistic jackpot B" and "probabilistic 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 symbol game using the first special symbol 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 symbol game using the second special symbol by the second special symbol display device 4B, the ratio of determining the jackpot type to "probabilistic jackpot B" or "probabilistic jackpot C" with fewer rounds can be made different. In particular, in the special symbol game using the second special symbol, it is determined that the jackpot type will not be controlled to the normal open jackpot state or the high-speed open jackpot state with fewer rounds as "probabilistic jackpot B" or "probabilistic jackpot C". Therefore, for example, in a game state where it is easy for game balls to enter the second start winning opening formed by the variable winning ball device 6B due to the high-open control accompanying the short-time control, it is possible to prevent the frequent occurrence of a jackpot state with few winning balls obtained and the resulting decline in game interest.

[0225] In the setting example of the jackpot type determination table shown in Fig. 10-7(A), since the assignment of the determination value for the "non-progressive" jackpot type is the same regardless of whether it is the special figure game of the first special figure or the second special figure, the probability of a non-progressive jackpot and the probability of a progressive jackpot are the same regardless of whether it is the special figure game of the first special figure or the second special figure.

[0226] Therefore, as described above, in response to the assignment of the determination value for "progressive jackpot B" or "progressive jackpot C" being different depending on whether it is the special figure game of the first special figure or the second special figure, the assignment of the determination value for "progressive jackpot A" is also different depending on whether it is the special figure game of the first special figure or the second special figure. For "progressive jackpot A" with a large number of rounds, it is set so that it is more likely to be determined when it is the special figure game of the second special figure than when it is the special figure game of the first special figure.

[0227] In addition, even when it is the special figure game of the second special figure, a determination value within a predetermined range different from that in the case of the special figure game of the first special figure may be assigned to the jackpot type of "progressive jackpot B" or "progressive jackpot C". For example, when it is the special figure game of the second special figure, a smaller determination value may be assigned to the jackpot type of "progressive jackpot B" or "progressive jackpot 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 jackpot type.

[0228] FIG. 10-8 shows the variation patterns in the present feature section 109SG. In the present feature section 109SG, among the cases where the variable display result is "miss", corresponding to each of the cases where the variable display mode of the decorative pattern is "non-reach" and "reach", and also corresponding to the cases where the variable display result is "big win" or "small win", a plurality of variation patterns are prepared in advance. Note that the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also referred to as a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also referred to as a "reach miss variation pattern"). Also, the non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the case where the variable display result is "big win" is called a big win variation pattern.

[0229] Among the big win variation patterns and the reach variation patterns, there are a normal reach variation pattern in which a reach effect of normal reach is executed and a super reach variation pattern in which a reach effect of super reach is executed. Note that in the present feature section 109SG, only one type of normal reach variation pattern is provided, but the present invention is not limited thereto, and a plurality of normal reach variation patterns such as normal reach α, normal reach β,... may be provided.

[0230] Note that the variation patterns in the present feature section 109SG also include a special win variation pattern (PC1-1) corresponding to the case where the variable display result is "small win" or the variable display result is "big win" and the big win type is "certain win big win C".

[0231] As shown in FIG. 10-8, the specific figure variable display time of the normal reach variation pattern in which the reach effect of normal reach is executed in the present feature section 109SG is set shorter than that of the super reach variation pattern.

[0232] In addition, in the present feature section 109SG, as will be described later, instead of determining the type of these variation patterns first, such as non-reach type, normal reach type, super reach type, etc., and then determining the variation pattern to be executed from the variation patterns belonging to the determined type, the variation pattern is determined only using 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 the variation pattern may be determined first from these random number values for variation pattern type determination, and then the variation pattern to be executed from the variation patterns belonging to the determined type may be determined.

[0233] FIG. 10-9 is an explanatory diagram of the method for determining the variation pattern in the present feature section 109SG. In the present feature section 109SG, the variation pattern determination table to be selected is varied according to the display result of the variable display to be executed and the number of stored items held.

[0234] Specifically, as shown in FIG. 10-9, when the variable display result is a non-probability jackpot, the jackpot variation pattern determination table A is selected, and using this jackpot variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α2 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β2 jackpot).

[0235] Also, when the variable display result is a probability jackpot, the jackpot variation pattern determination table A is selected, and using this jackpot variation pattern determination table A, the variation patterns are determined from PB1-1 (variation pattern for normal reach jackpot), PB1-2 (variation pattern for super reach α1 jackpot), PB1-3 (variation pattern for super reach α2 jackpot), PB1-4 (variation pattern for super reach β1 jackpot), and PB1-5 (variation pattern for super reach β2 jackpot).

[0236] Also, as shown in FIG. 10-9, in the big win variable pattern determination table A and the big win variable pattern determination table B, while the number of assigned determination values for PB1-1 is the same, the number of assigned determination values for PB1-2, PB1-3, PB1-4, and PB1-5 is different. Specifically, in the big win variable pattern determination table A, 2 determination values are assigned to PB1-1, 45 determination values are assigned to PB1-2, 150 determination values are assigned to PB1-3, 300 determination values are assigned to PB1-4, and 500 determination values are assigned to PB1-5. On the other hand, in the big win variable pattern determination table B, 2 determination values are assigned to PB1-1, 30 determination values are assigned to PB1-2, 135 determination values are assigned to PB1-3, 315 determination values are assigned to PB1-4, and 515 determination values are assigned to PB1-5. That is, in this feature unit 109SG, when the variable display result is a sure win big win, the variable pattern is determined to be PB1-4 or PB1-5, which is the variable pattern of super reach β1, β2, at a higher rate than when the variable display result is a non-sure win big win. Therefore, it is possible to draw the player's attention to the variable pattern in the variable display.

[0237] Also, when the variable display result is a small win, the variable pattern determination table for special wins is selected, and the variable pattern is determined to be PC1-1 (the variable pattern of special wins) using the variable pattern determination table for special wins. That is, in this feature unit 109SG, since the variable display is executed with the same variable pattern when the variable display result is a sure win big win C and when it is a small win, it is difficult for the player to specify whether the variable display result is a sure win big win C or a small win from the variable pattern.

[0238] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories of the variable special figure is 2 or less, the loss variable pattern determination table A is selected, and the variable pattern is determined from PA1-1 (variable pattern of non-reach loss), PA2-1 (variable pattern of normal reach loss), PA2-2 (variable pattern of super reach α1 loss), PA2-3 (variable pattern of super reach α2 loss), PA2-4 (variable pattern of super reach β1 loss), and PA2-5 (variable pattern of super reach β2 loss) using the loss variable pattern determination table A.

[0239] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories of the variable special figure is 3, the loss variable pattern determination table B is selected, and the variable pattern is determined from PA1-2 (shortened variable pattern of non-reach loss), PA2-1 (variable pattern of normal reach loss), PA2-2 (variable pattern of super reach α1 loss), PA2-3 (variable pattern of super reach α2 loss), PA2-4 (variable pattern of super reach β1 loss), and PA2-5 (variable pattern of super reach β2 loss) using the loss variable pattern determination table B.

[0240] In addition, when the variable display result is "loss" in the normal game state (low base state) and the number of stored memories of the variable special figure is 4, the loss variable pattern determination table C is selected, and the variable pattern is determined from PA1-3 (shortened variable pattern of non-reach loss), PA2-1 (variable pattern of normal reach loss), PA2-2 (variable pattern of super reach α1 loss), PA2-3 (variable pattern of super reach α2 loss), PA2-4 (variable pattern of super reach β1 loss), and PA2-5 (variable pattern of super reach β2 loss) using the loss variable pattern determination table C.

[0241] Also, when the variable display result is "off" in the time-saving state (high base state), select the off-variable pattern determination table D, and use this off-variable pattern determination table D to determine the variable patterns as PA1-4 (shortened variable pattern for time-saving in non-reach off), PA2-1 (variable pattern for normal reach off), PA2-2 (variable pattern for super reach α1 off), PA2-3 (variable pattern for super reach α2 off), PA2-4 (variable pattern for super reach β1 off), and PA2-5 (variable pattern for super reach β2 off).

[0242] That is, when the variable display result in this feature part 109SG is "off", based on the fact that the number of reserved memories in the variable display figure is 3, 4, etc., or that it is in the time-saving state, the ratio of variable display executed by the shortened variable patterns (PA1-2, PA1-3, PA1-4) that are shorter than the variable pattern of normal non-reach off (PA1-1) for the variable display time of the special figure becomes high. Therefore, it is possible to shorten the period until the next variable display result becomes a big win while preventing the game from being prolonged.

[0243] As shown in FIGS. 10-28 to 10-35, the variable display of the super reach α1 in the feature section 109SG (variable display of the variation patterns PA2-2 and PB1-2) has a special figure variable display time of 40 seconds, and is a variable display that executes a battle performance between the friendly character A and the enemy character A as a reach effect of the super reach. The variable display of the super reach α2 (variable display of the variation patterns PA2-3 and PB1-3) has a special figure variable display time of 50 seconds, and is a variable display that executes a battle performance between the friendly character A and the enemy character B as a reach effect of the super reach. The variable display of the super reach β1 (variable display of the variation patterns PA2-4 and PB1-4) has a special figure variable display time of 60 seconds, and is a variable display that executes a battle performance between the friendly character A and the enemy character A as a reach effect of the super reach. The variable display of the super reach β2 (variable display of the variation patterns PA2-5 and PB1-5) has a special figure variable display time of 60 seconds, and is a variable display that executes a battle performance between the friendly character A and the enemy character A as a reach effect of the super reach.

[0244] And as shown in FIG. 10-9, as the jackpot expectation degree of each variable display in the feature section 109SG, the jackpot expectation degree of the super reach β2 is set to be the highest. Thereafter, the jackpot expectation degrees are set in descending order as super reach β1, super reach α2, super reach α1, normal reach, and non-reach (jackpot expectation degrees in each variable display in the feature section 109SG: super reach β2 > super reach β1 > super reach α2 > super reach α1 > normal reach > non-reach).

[0245] That is, when paying attention to the variable display of the super reach, in the feature section 109SG, the jackpot expectation degree varies depending on the combination of whether the friendly character displayed as the battle performance (reach effect of the super reach) is friendly character A or friendly character B, and whether the enemy character displayed as the battle performance (reach effect of the super reach) is enemy character A or enemy character B.

[0246] In the RAM 102 in the feature unit 109SG, there is provided a game control data holding area 109SG150 as shown in FIG. 10-10, for example, as an area for holding various data used for controlling the progress of the game in the pachinko game machine 1. The game control data holding area 109SG150 shown in FIG. 10-10 includes a first special figure hold memory unit 109SG151A, a second special figure hold memory unit 109SG151B, a general figure hold memory unit 109SG151C, a game control flag setting unit 109SG152, a game control timer setting unit 109SG153, a game control counter setting unit 109SG154, and a game control buffer setting unit 109SG155.

[0247] The first special figure hold memory unit 109SG151A stores hold data of a special figure game (a special figure game using the first special figure in the first special figure display device 4A) that has not yet started although a first start winning (the first start winning) has occurred because a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A. As an example, the first special figure hold memory unit 109SG151A associates a hold number with the order of winning at the first start winning port (the detection order of the game balls), and based on the establishment of the first start condition when the game balls pass (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, extracted by the CPU 103 from the random number circuit 104 or the like, is 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 109SG151A 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 becomes a jackpot or not based on the variable display result (special figure display result) in this special figure game.

[0248] The second special figure reservation memory unit 109SG151B stores reservation data of a special figure game (a special figure game using the second special figure in the second special figure display device 4B) that has not yet started although a second start winning has occurred when a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B. As an example, the second special figure reservation memory unit 109SG151B associates a reservation number with the order of winning at the second start winning port (the detection order of game balls), and based on the establishment of the second start condition when the game ball passes (enters), numerical data such as the random number value MR1 for determining the special figure display result, the random number value MR2 for determining the jackpot type, and the random number value MR3 for determining the variation pattern, which are extracted from the random number circuit 104 and the like by the CPU 103, are used as reservation data and stored until the number reaches a predetermined upper limit value (for example, "4"). In this way, the reservation data stored in the second special figure reservation memory unit 109SG151B indicates that the execution of the special figure game using the second special figure is reserved, and becomes reservation information that enables determination of whether it is a jackpot or not based on the variable display result (special figure display result) in this special figure game.

[0249] In addition, the reservation information (first reservation information) based on the establishment of the first start condition due to the game ball passing (entering) through the first start winning port and the reservation information (second reservation information) based on the establishment of the second start winning due to the game ball passing (entering) through the second start winning port may be stored in a common reservation memory unit in association with the reservation number. In this case, start port data indicating which of the first start winning port and the second start winning port the game ball has passed (entered) through may be included in the reservation information and stored in association with the reservation number.

[0250] The general pattern reservation memory unit 109SG151 stores reservation information for a general pattern game that has not yet been started by the general pattern display 20, even though the game balls that have passed through the passing gate 41 have been detected by the gate switch 21. For example, the general pattern reservation memory unit 109SG151 stores, in association with a reservation number in the order in which the game balls pass through the passing 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 balls, etc. as reservation data until the number reaches a predetermined upper limit value (for example, "4").

[0251] The game control flag setting unit 109SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of the game in the pachinko game machine 1. For example, the game control flag setting unit 109SG152 stores data indicating the value of each of the plurality of types of flags and data indicating the on state or off state for each of the plurality of types of flags.

[0252] The game control timer setting unit 109SG153 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 109SG153 stores data indicating the timer value for each of the plurality of types of timers.

[0253] The game control counter setting unit 109SG154 is provided with a plurality of types of counters for counting count values used to control the progress of the game in the pachinko game machine 1. For example, the game control counter setting unit 109SG154 stores data indicating the count value for each of the plurality of types of counters. Here, the game control counter setting unit 109SG154 may be provided with a random counter for the CPU 103 to count some or all of the game random numbers in a software-updatable manner.

[0254] In the random counter of the game control counter setting unit 109SG154, numerical data indicating random values that are not generated by the random number circuit 104, for example, random values MR2 to MR4, is stored as a random count value, and according to the execution of software by the CPU 103, the numerical data indicating each random value is updated periodically or irregularly. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the update operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing predetermined processing such as scrambling processing or arithmetic processing on all or part of the numerical data extracted from the random number circuit 104.

[0255] The game control buffer setting unit 109SG155 is provided with various buffers for temporarily storing data used to control the progress of the game in the pachinko game machine 1. For example, the game control buffer setting unit 109SG155 stores data indicating buffer values in each of a plurality of types of buffers.

[0256] In the RAM 122 mounted on the effect control board 12, an effect control data holding area 109SG190 as shown in FIG. 10-11(A) is provided as an area for holding various data used to control the effect operation. The effect control data holding area 109SG190 shown in FIG. 10-11(A) includes an effect control flag setting unit 109SG191, an effect control timer setting unit 109SG192, an effect control counter setting unit 109SG193, and an effect control buffer setting unit 109SG194.

[0257] The effect control flag setting unit 109SG191 is provided with a plurality of types of flags whose states can be updated according to, for example, the state of the effect operation such as the display state of the effect image on the screen of the image display device 5 or the effect control command transmitted from the main board 11. For example, the effect control flag setting unit 109SG191 stores data indicating the value of each of the plurality of types of flags and data indicating the on state or the off state.

[0258] The production control timer setting unit 109SG192 is provided with a plurality of types of timers used to control the progress of various production operations such as the display operation of the production image on the screen of the image display device 5. For example, data indicating the timer values for each of the plurality of types of timers is stored in the production control timer setting unit 109SG192.

[0259] The production control counter setting unit 109SG193 is provided with a plurality of types of counters used to control the progress of various production operations. For example, data indicating the count values for each of the plurality of types of counters is stored in the production control counter setting unit 109SG193.

[0260] The production control buffer setting unit 109SG194 is provided with various buffers for temporarily storing data used to control the progress of various production operations. For example, data indicating the buffer values for each of the plurality of types of buffers is stored in the production control buffer setting unit 109SG194.

[0261] In the feature section 109SG, data constituting the start winning reception command buffer 109SG194A as shown in FIGS. 10-11(B) is stored in a predetermined area of the effect control buffer setting unit 109SG194. The start winning reception command buffer 109SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the first special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "1-1" to "1-4"), and a storage area corresponding to the first special figure during variable display (area corresponding to buffer number "1-0"). Further, the start winning reception command buffer 109SG194A is provided with a storage area corresponding to the maximum value of the total number of reserved memories in the second special figure reserved memory (for example, "4") (areas corresponding to buffer numbers "2-1" to "2-4"), and a storage area corresponding to the second special figure during variable display (area corresponding to buffer number "2-0"). When there is a start winning at the first start winning port or the second start winning port, four commands, namely, a start winning port winning designation command (first start winning port winning designation command or second start winning port winning designation command), a symbol designation command, a variation category designation command, and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), are transmitted as a set from the main board 11 to the effect control board 12. Storage areas (entries) for storing these start winning port winning designation commands, symbol designation commands, variation category designation commands, and reserved memory number notification commands in a corresponding manner 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 109SG194A are secured.

[0262] The stored contents of these storage areas (entries) are shifted one by one upward as described later when the start condition is satisfied and the variable display of the topmost reserved memory (buffer number "1-1" or buffer number "2-1") is started, and 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 is satisfied are cleared in the waiting process per special figure executed when the variable display ends.

[0263] Furthermore, in the start winning reception command buffer 109SG194A of the feature unit 109SG, a storage area is secured for each storage area (entry) so that a hold display flag with a flag value corresponding to the display pattern (display mode) of the hold memory display can be stored in association with each buffer number corresponding to the first special figure hold memory and the second special figure hold memory.

[0264] In addition, for the hold display flag, in the pre-reading notice setting process described later, when the execution of the pre-reading notice effect is not determined, "0" corresponding to the display pattern of the normal hold memory display is stored, so that the hold memory display in the normal display mode (for example, a white ○) is displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U provided at the lower part of the image display device 5. When the execution of the pre-reading notice effect is determined, "1" (diamond (◇)) or "2" (star (☆)) corresponding to the display pattern of the hold memory display in a special mode different from the normal display mode (for example, a square (◇) or a star (☆)) is set, so that the hold memory display in a special mode different from the normal display mode is displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U, and in the variable display corresponding to the hold memory display, it is announced that there is a high possibility of a big win or a super reach.

[0265] When the dedicated CPU 120 for the performance system wins a start prize at the first start prize opening, it stores the commands 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 109SG194A. When winning a start prize at the second start prize opening, it stores the commands 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 109SG194A. At the time of winning a start prize, the commands from the start prize opening 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 prize opening designated command, the symbol designated command, the variable category designated command, and the reserved memory number notification command.

[0266] The commands stored in the start prize reception command buffer 109SG194A shown in Fig. 10-11(B) are deleted for the entries (entries with buffer numbers "1-0" or "2-0") corresponding to the reserved memory of the variable display that ended immediately before each time the variable display of the decorative symbol starts, and the commands stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that starts are shifted, along with the memory contents of the entries after the reserved memory of the variable display that starts. For example, when the variable display of the decorative symbol 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.

[0267] Next, the start winning determination process of the present feature unit 109SG executed in step S101 of FIG. 5 will be described based on FIGS. 10 to 12. In the start winning determination process, first, the CPU 103 determines whether the first start port switch 22A is in an on state based on a detection signal from the first start port switch 22A provided corresponding to the first start winning port formed by the winning ball device 6A (step 109SGS101a). At this time, if the first start port switch 22A is in an on state (step 109SGS101a; Y), it is determined whether the first special drawing reserved memory number, which is the reserved memory number of the special drawing game using the first special drawing, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 109SGS102). The CPU 103 can identify the first special drawing reserved memory number, for example, by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 109SG154. When the first special drawing reserved memory number is not the upper limit value in step 109SGS102 (step 109SGS102; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 109SG155 is set to "1" (step 109SGS103).

[0268] When the first start port switch 22A is off at step 109SGS101a (step 109SGS101; N), or when the first special figure reserved memory number reaches the upper limit value at step 109SGS102 (step 109SGS102; Y), based on the detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B, it is determined whether the second start port switch 22B is in the on state (step 109SGS101b). At this time, if the second start port switch 22B is in the on state (step 109SGS101b; Y), it is determined whether the second special figure reserved memory number, which is the reserved memory number of the special figure game using the second special figure, has reached a predetermined upper limit value (for example, "4" as the upper limit memory number) (step 109SGS105). The CPU 103 can identify the second special figure reserved memory number, for example, by reading the second reserved memory number count value, which is the stored value of the second reserved memory number counter provided in the game control counter setting unit 109SG154. When the second special figure reserved memory number is not the upper limit value at step 109SGS105 (step 109SGS105; N), for example, the stored value of the start port buffer provided in the game control buffer setting unit 109SG155 is set to "2" (step 109SGS106).

[0269] After executing either the process of step 109SGS103 or step 109SGS106, 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 109SGS107). For example, when the start port buffer value is "1", add 1 to the first retention count value, while when the start port buffer value is "2", add 1 to the second retention count value. In this way, the first retention count value is updated 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 109SGS108). For example, the total retention count value which is the stored value in the total retention count counter provided in the game control counter setting unit 109SG154 may be updated to add 1.

[0270] After executing the process of step 109SGS108, the CPU 103 extracts numerical data indicating the random number value MR1 for special figure display result determination, the random number value MR2 for jackpot type determination, and the random number value MR3 for variation pattern determination from among the numerical data updated by the random number circuit 104 and the random counters of the game control counter setting unit 109SG154 (step 109SGS109). The numerical data indicating each of the thus extracted random number values is stored by being set as retention information at the head of the empty entry in the special figure retention storage unit corresponding to the start port buffer value (step 109SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 is stored in the first special figure retention storage unit 109SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 is stored in the second special figure retention storage unit 109SG151B.

[0271] Numerical data indicating the random value MR1 for special figure display result determination and the random value MR2 for jackpot type determination is used to determine whether the variable display result of the special symbol or the decorative symbol is a "jackpot", and further to determine the jackpot type when the variable display result is a "jackpot". The random value MR3 for variation pattern determination is used to determine the variation pattern including the variable display time of the special symbol or the decorative symbol. By executing the process of step 109SGS109, the CPU103 extracts numerical data indicating all of the random values used for determining the variable display mode including the variable display result and the variable display time of the special symbol or the decorative symbol.

[0272] Following the process of step 109SGS110, transmission setting of the start port winning designation command according to the start port buffer value is performed (step 109SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in the ROM101 is stored in the buffer area 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 thus set is transmitted from the main board 11 to the effect control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.

[0273] Following the processing of step 109SGS111, a winning random number value determination process is executed (step 109SGS112). After that, for example, by storing the storage address of the pending storage number notification command table in the ROM 101 in the buffer area specified by the transmission command pointer in the transmission command buffer, settings are made to transmit a pending storage number notification command to the effect control board 12 (step 109SGS113). The pending storage number notification command thus set is transmitted from the main board 11 to the effect control board 12, for example, when the special symbol process is completed and the command control process of step S27 shown in FIG. 4 is executed.

[0274] After executing the processing of step 109SGS113, it is determined whether the start port buffer value is "1" (step 109SGS114). At this time, if the start port buffer value is "1" (step 109SGS114; Y), the start port buffer is cleared, its stored value is initialized to "0", and then (step 109SGS115), the process proceeds to the processing of step 109SGS104. On the other hand, when the start port buffer value is "2" (step 109SGS114; N), the start port buffer is cleared, its stored value is initialized to "0", and then (step 109SGS116), the start winning process is terminated. Thereby, even when both the first start port switch 22A and the second start port switch 22B detect a valid start winning of a game ball at the same time, the process based on the detection of the valid start winning of both can be surely completed.

[0275] Figure 10-13(A) is a flowchart showing an example of the process executed in step 109SGS112 of FIG. 10-12 as the winning random value determination process. In this feature unit 109SG, when the variable display of the special symbol or the decorative symbol is started, it is determined whether to control the special symbol display result (the variable display result of the special symbol) as a "big win" and enter the big win gaming state by the special symbol normal process (step S22 in FIG. 5, FIG. 10-11) described later. Also, in the variable pattern setting process (step S23 in FIG. 5, FIG. 10-12) described later, a determination of the variable pattern that specifically defines the variable display mode of the decorative symbol is made. On the other hand, separately from these determinations, at the timing when the game ball is detected at the start winning port (the first start winning port or the second start winning port), the CPU 103 executes the winning random value determination process of step 109SGS112 to determine whether to determine to stop displaying the big win symbol as the special symbol display result, or whether the variable display mode of the decorative symbol becomes a predetermined display mode accompanied by a super reach. Thus, before the variable display of the special symbol or the decorative symbol based on the detection of the game ball entering the start winning port starts, that is, before it is determined whether to be a big win at the start of the variable display, it is determined whether the special symbol display result becomes a "big win" or what category of variable display mode the variable display mode of the decorative symbol becomes. Based on this determination result, as described later, a preview effect such as a pre-announcement effect is executed by the effect control CPU 120 or the like.

[0276] In the winning random value determination process shown in FIG. 10-13(A), the CPU 103 first identifies the current gaming state in the pachinko gaming machine 1 by, for example, checking the state of the time-saving flag or the probability-variable flag provided in the gaming control flag setting unit 109SG152 or the like (step 109SGS121). When the probability-variable flag is in the on state, the CPU 103 identifies that it is in the probability-variable state. When the probability-variable flag is off and the time-saving flag is in the on state, the CPU 103 identifies that it is in the time-saving state. When both the probability-variable flag and the time-saving flag are off, the CPU 103 may identify that it is in the normal state.

[0277] Following the processing of step 109SGS121, the special figure display result determination table 1 shown in FIG. 10-6 is selected and set (step 109SGS122). Thereafter, it is determined whether the numerical data indicating the random number value MR1 for special figure display result determination extracted in step 109SGS109 of FIG. 10-12 is within a predetermined jackpot determination range (step 109SGS123). In the jackpot determination range, individual determination values assigned to the "jackpot" special figure display results in the special figure display result determination table 1 selected by the processing of step 109SGS122 are set, and the CPU 103 only needs to compare the random number value MR1 with each determination value one by one to determine whether there is a determination value that matches the random number value MR1. Alternatively, numerical values indicating the minimum value (lower limit value) and the maximum value (upper limit value) of the determination values included in the jackpot determination range are set, and the CPU 103 only needs to compare the random number value MR1 with the minimum value or the maximum value of the jackpot determination range to determine whether the random number value MR1 is within the range of the jackpot determination range. At this time, if it is determined that the random number value MR1 is within the range of the jackpot determination range, it can be determined that the variable display result based on the hold data including the random number value MR1 is determined to be "jackpot".

[0278] If it is determined in step 109SGS123 that it is not within the jackpot determination range, that is, if it is determined that it will not be a jackpot in the variable display (step 109SGS123; N), the special figure display result determination table 2 shown in FIG. 10-6 is selected and set (step 109SGS124). Thereafter, it is determined whether the numerical data indicating the random number value MR1 for special figure display result determination extracted in step 109SGS109 of FIG. 10-12 is within a predetermined small win determination range (step 109SGS125).

[0279] When the numerical data indicating the random value MR1 is within a predetermined small win determination range, that is, when it is determined that a small win occurs in the variable display (step 109SGS125; Y), the transmission setting of the sixth symbol designation command, which is a symbol designation command corresponding to the variable display result being "small win", is executed (step 109SGS126), the variable pattern determination table for special wins is selected and set (step 109SGS127), and the process proceeds to step 109SGS138.

[0280] When the numerical data indicating the random value MR1 is not within the predetermined small win determination range, that is, when the variable display result is "loss" in the variable display, the transmission setting of the first symbol designation command, which is a symbol designation command corresponding to the variable display result being "loss", is executed (step 109SGS128), and it is determined whether the time shortening flag is in the ON state, that is, whether the current game state is a time shortening state (step 109SGS129). If the time shortening flag is OFF (step 109SGS129; N), the loss variable pattern determination table A is selected and set, and if the time shortening flag is in the ON state (step 109SGS129; Y), the loss variable pattern determination table D is selected and set (step 109SGS131). Incidentally, the loss variable pattern determination table A is a loss variable pattern determination table used when the number of reserved memories is 2 or less. Also, the loss variable pattern determination table D is a loss variable pattern determination table used when the game state is a high base state in which time shortening control is being executed.

[0281] In the present feature section 109SG, in addition to the deviation pattern determination table A for deviation and the deviation pattern determination table D for deviation, there are prepared in advance a deviation pattern determination table B for deviation used when the number of stored memories is 3 and a deviation pattern determination table C for deviation used when the number of stored memories is 4. As shown in FIG. 10-9, among these deviation pattern determination tables A to C, in the deviation pattern determination table A, 600 determination values from 0 to 599 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. In the deviation pattern determination table B, 700 determination values from 0 to 699 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. In the deviation pattern determination table C, 800 determination values from 0 to 799 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for non-reach variation patterns. On the other hand, in the deviation pattern determination tables A to C, 97 determination values from 901 to 997 are assigned out of the range in which the random number value MR3 for variation pattern determination can be taken for super-reach variation patterns.

[0282] Therefore, in step 109SGS126, by determining the variation pattern using the deviation pattern determination table A for deviation, the determination of non-reach and super-reach will always result in a non-reach or super-reach variation pattern even if the number of stored memories changes after the determination. Thus, in the determination at the start winning, the determination is made using the deviation pattern determination table A for deviation.

[0283] Also, when it is determined in step 109SGS123 that it is within the jackpot determination range, that is, when it is determined that it will be a jackpot during variable display (step 109SGS123; Y), as shown in Fig. 10-13(A), the jackpot type is determined based on the random number value MR2 for jackpot type determination (step 109SGS132). At this time, the CPU 103 selects the jackpot type determination table data for jackpot type determination from the table data constituting the jackpot type determination table according to the variable special diagram (the "first special diagram" corresponding to "1" or the "second special diagram" corresponding to "2") specified corresponding to the start port buffer value. Then, by referring to the selected jackpot type determination table data, it is determined which of the multiple types the jackpot type is determined to be.

[0284] Also, the symbol designation command corresponding to the determined jackpot type, that is, the second symbol designation command when it is a certain-variable jackpot A, the third symbol designation command when it is a certain-variable jackpot B, the fourth symbol designation command when it is a certain-variable jackpot C, and the fifth symbol designation command when it is a non-variable jackpot, is transmitted and set (step 109SGS133). Then, it is determined whether the determined jackpot type is a non-certain-variable jackpot (step 109SGS134a). If the determined jackpot type is a non-certain-variable jackpot (step 109SGS134a; Y), the variable pattern determination table A for jackpot is selected and set as the table for determining the jackpot variable pattern (step 109SGS135), and the process proceeds to step 109SGS138.

[0285] If the determined jackpot type is a certain-variable jackpot (step 109SGS134a; N), the variable pattern determination table B for jackpot is selected and set (step 109SGS136), and the process proceeds to step 109SGS138.

[0286] After executing any of the processes of Step 109SGS127, Step 109SGS130, Step 109SGS131, Step 109SGS135, and Step 109SGS136, a variation category corresponding to the range of determination values including the random number value MR3 is determined using each variation pattern determination table set in each of these steps and numerical data indicating the random number value MR3 for variation pattern determination (Step 109SGS138). In this feature unit 109SG, as shown in FIG. 10-13(B), at least when the variable display result is "off-target", regardless of the total number of holds stored, there are a variation category that commonly becomes a variable display mode of "non-reach", a variation category that becomes a variable display mode of "super-reach", and a variation category of "other" that becomes a variable display mode other than "non-reach" and "super-reach" (for example, normal reach). Based on the random number value MR3, it is only necessary to determine whether it is determined to be such a variation category.

[0287] Thereafter, after setting to transmit a variation category designation command corresponding to the determination result by the process of Step 109SGS138 to the effect control board 12 (Step 109SGS132), the winning random number value determination process is terminated.

[0288] Next, the operation of the effect control board 12 will be described. FIG. 10-14 is a flowchart showing an example of the process executed in Step S75 of FIG. 6 as the command analysis process. In the command analysis process shown in FIG. 10-14, the effect control CPU 120 first determines whether there is a received command from the main board 11 transmitted via the relay board 15 by checking the stored content of the buffer for receiving effect control commands (Step 109SGS221). At this time, if there is no received command (Step 109SGS221; N), the command analysis process is terminated.

[0289] If there is a received command in step 109SGS221 (step 109SGS221; Y), for example, by checking the MODE data of the received command, it is determined whether the received command is the first start port winning designated command (step 109SGS222).

[0290] If the received command is not the first start port winning designated command in step 109SGS222 (step 109SGS222; N), it is determined whether the received command is the second start port winning designated command (step 109SGS224).

[0291] If the received command is not the second start port winning designated command in step 109SGS224 (step 109SGS224; N), it is determined whether the received command is the pattern designated command (step 109SGS226). If the received command is not the pattern designated command in step 109SGS226 (step 109SGS226; N), it is determined whether the received command is the variable category command (step 109SGS227). If the received command is not the variable category command in step 109SGS227 (step 109SGS227; N), it is determined whether the received command is the first pending memory number notification command (step 109SGS228).

[0292] If the received command is not the first pending memory number notification command in step 109SGS228 (step 109SGS228; N), it is determined whether the received command is the second pending memory number notification command (step 109SGS230).

[0293] In step 109SGS222, when the received command is the first start port winning designation command (step 109SGS222; Y), or in step 109SGS224, when the received command is the second start port winning designation command (step 109SGS224; Y), in step 109SGS226, when the received command is the symbol designation command (step 109SGS226; Y), in step 109SGS227, when the received command is the variable category command (step 109SGS227; Y), in step 109SGS228, when the received command is the first pending memory number notification command (109SGS228; Y), in step 109SGS230, when the received command is the second pending memory number notification command (step 109SGS230; Y), the received command is stored at the head of the free area in the start winning reception command buffer 109SG194A shown in FIGS. 10-11 (step 109SGS233), and the process returns to step 109SGS221.

[0294] In addition, when receiving a pending memory number notification command (first pending memory number notification command or second pending memory number notification command) together with a variable display start command (first variable display start command or second variable display start command), the pending memory number notification command may not be stored in the start winning reception command buffer 109SG194A. That is, it is sufficient that the production control commands received in response to the occurrence of the start winning are sequentially stored from the head of the free area in the start winning reception command buffer 109SG194A.

[0295] When the received command in step 109SGS230 is not the second pending memory number notification command (step 109SGS230; N), settings are made according to the other received commands (step 109SGS234), and the process returns to step 109SGS221.

[0296] In particular, in the process of processing the special feature part 162SGS234, when the received command is the first payout state designation command, it is determined that the payout state is the low payout state, and the value of the effect payout state flag is set (updated) to "0". When the received command is the second payout state designation command, it is determined that the payout state is the first high payout state, and the value of the effect payout state flag is set (updated) to "1". When the received command is the third payout state designation command, it is determined that the payout state is the second high payout state, and the value of the effect payout state flag is set (updated) to "2".

[0297] In addition, in the command analysis process of this special feature part 109SG, when the received command is any one of the start winning entrance designation command, the symbol designation command, the variation category command, and the reserved memory number notification command, the form of sequentially storing the received command from the head of the free area of the start winning reception command buffer 109SG194A is exemplified. However, the present invention is not limited to this. When the received command is the first start winning entrance designation command, a timer for waiting for the reception of the reserved memory number notification command is set. If the reserved memory number notification command is not received before the timer times out, the entry reserved memory for which the reserved memory number notification command has not been received may be set as not being the target of the pre-reading preview effect described later.

[0298] Figures 10-15 are flowcharts showing an example of the process executed in step S161 of FIG. 5 as the pre-reading preview setting process. In the pre-reading preview setting process shown in Figures 10-15, the effect control CPU 120 first checks the start winning reception command buffer 109SG194A (step 109SGS241), and determines whether there is a reserved memory (entry) for which the reserved display flag is not set (step 109SGS242a). If there is no reserved memory for which the reserved display flag is not set (step 109SGS242a; N), the pre-reading preview setting process ends. If there is a reserved memory for which the reserved display flag is not set (step 109SGS242a; Y), it is further determined whether the super reach reach effect is being executed (step 109SGS242b).

[0299] Whether the super reach effect is being executed or not can be determined by checking whether the value of the effect control process flag is 2 (whether variable display is being executed). If the value of the effect control process flag is 2, the content of the process data of the currently executed variable display can be referred to, and it can be determined whether the super reach effect is being executed.

[0300] If the super reach effect is being executed (step 109SGS242b; Y), the process proceeds to step 109SGS250. If the super reach effect is not being executed (step 109SGS242bb; N), it is further determined whether the symbol designation command stored in the entry (the entry where the hold display flag is not set) indicates a small win (step 109SGS243a). If the symbol designation command stored in the entry indicates a small win (step 109SGS243a; Y), the process proceeds to step 109SGS250. If the symbol designation command stored in the entry indicates a loss or a big win (step 109SGS243a; N), it is determined whether the symbol designation command stored in the entry is the first symbol designation command (the symbol designation command indicating a loss) (step 109SGS243b).

[0301] If the symbol designation command stored in the entry is not the first symbol designation command, that is, if the symbol designation command stored in the entry indicates a big win (step 109SGS243b; N), the big win type is specified from the symbol designation command of the entry (step 109SGS244).

[0302] Then, based on the numerical data indicating the random number value for the preview performance extracted from, for example, the random number circuit 124 or the random counter of the effect control counter setting unit 109SG193, and the jackpot type specified in step 109SGS244, by referring to the jackpot preview performance determination table (not shown), it is determined whether to execute the preview performance and the display pattern in the case of executing the preview performance (step 109SGS245).

[0303] In step 109SGS245, for example, the execution presence or absence of the preview performance and the display pattern (preview type) are determined at the determination ratios as shown in FIGS. 10-16. In the setting example of the determination ratios shown in FIGS. 10-16, the determination ratios of the execution presence or absence of the preview performance and the display pattern (preview type) are made different according to the jackpot type specified in the process of step 109SGS244.

[0304] Specifically, as the display pattern (preview type) of the preview performance, two types, display pattern α and display pattern β, are provided. Among these, when the display pattern of the preview performance is determined to be display pattern α, the hold memory display is displayed as a white square (◇) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U, and when the display pattern (preview type) of the preview performance is determined to be display pattern β, the hold memory display is displayed as a white star (☆) in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U.

[0305] Also, as shown in FIGS. 10-16, when the jackpot type is "probability variable jackpot", the ratio at which display pattern β is determined as the display pattern (preview type) is set higher than the ratio at which display pattern α is determined. On the other hand, when the jackpot type is "non-probability variable jackpot", the ratio at which display pattern β is determined as the display pattern (preview type) is set lower than the ratio at which display pattern α is determined.

[0306] With such a setting, when the variable display result is a "big win" and the display of display pattern β is executed as the display pattern (preview type), the proportion of the big win type being a certain-variable big win is higher than when the display of display pattern α is executed, and the player's expectation of achieving a certain-variable big win can be enhanced.

[0307] In addition, in this feature unit 109SG, when the variable display result is a big win, either the display pattern α that displays the hold memory display as a white square (◇) or the display pattern β that displays it as a white star (☆) is always executed by determining to execute the pre-reading preview effect. However, the present invention is not limited to this, and even when the variable display result is a big win, a case may be provided where it is determined not to execute the pre-reading preview effect in the same manner as when the variable display result is a "loss".

[0308] Also, in step 109SGS243b, when the symbol designation command of the entry with the display undetermined flag in the on state is the first symbol designation command, that is, when it is a command indicating a loss (step 109SGS243b; Y), the variation category indicated by the variation category designation command of the said entry with the display undetermined flag in the on state is specified (step 109SGS247). Specifically, if the variation category designation command of the entry is C600H, it is specified as the category of the "non-reach" variation pattern, if it is C601H, it is specified as the category of the "super reach" variation pattern, and if it is C602H, it may be specified as the category of the "other" variation pattern including the normal reach.

[0309] Then, based on the numerical data indicating the random number value for the pre-reading preview effect extracted from, for example, the random number circuit 124 or the random counter of the effect control counter setting unit 109SG193, and the variation pattern category specified in step 109SGS247, by referring to the loss-time pre-reading preview effect determination table (not shown), it is determined whether to execute the pre-reading preview effect and the display pattern (preview type) in the case of executing the pre-reading preview effect (step 109SGS248).

[0310] In step 109SGS248, for example, the presence or absence of performing a preview effect and the display pattern (preview type) are determined at a determined ratio as shown in FIGS. 10-16. In the setting example of the determination ratio shown in FIGS. 10-16, the determination ratio of the presence or absence of performing a preview effect and the display pattern (preview type) is varied according to the category of the variation pattern specified in the process of step 109SGS247.

[0311] Specifically, as the display pattern (preview type), two types, i.e., display pattern α and display pattern β, are provided. Among them, when the display pattern (preview type) is determined to be display pattern α, the hold memory display is displayed in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U as a white square (◇) in a specific mode, and when the display pattern (preview type) is determined to be display pattern β, the hold memory display is displayed in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U as a white star (☆) in a specific mode. In addition, when it is determined that the preview effect is not executed, the hold memory display is displayed in the first hold memory display area 109SG005D or the second hold memory display area 109SG005U as a round shape (○) in a normal mode.

[0312] As shown in FIGS. 10-16, when the variable display result is "miss" and the category of the variation pattern is "other", the ratio of executing the preview effect (the ratio determined other than "no preview effect") is set higher than when the variable display result is "miss" and the category of the variation pattern is "non-reach". Also, when the variable display result is "miss" and the category of the variation pattern is "super reach", the ratio of executing the preview effect (the ratio determined other than "no preview effect") is set higher than when the variable display result is "miss" and the category of the variation pattern is "other".

[0313] When it is determined to execute the preview effect when the variable display result is "off", if the fluctuation category is "other", the ratio of determining the display pattern α is set higher than when the fluctuation pattern category is "non-reach". Also, when the fluctuation pattern category is "super reach", the ratio of determining the display pattern α is set higher than when the fluctuation pattern category is "other". Furthermore, when it is determined to execute the preview effect when the variable display result is "off", if the fluctuation pattern category is "other", the ratio of determining the display pattern β is set higher than when the fluctuation pattern category is "non-reach", and when the fluctuation pattern category is "super reach", the ratio of determining the display pattern β is set higher than when the fluctuation pattern category is "other".

[0314] In addition, when the variable display result is "off", in any of the fluctuation pattern categories of "non-reach", "other", and "super reach", the ratio of determining that the preview effect is not executed is set the highest, and the ratio of determining that the preview effect is executed and the display pattern β is determined is set the lowest.

[0315] Furthermore, when the variable display result is "big win", it is not determined that the preview effect is not executed (no preview effect), and the ratio of determining that the preview effect is executed and the display pattern α or the display pattern β is determined is set higher than the ratio of determining the display pattern α or the display pattern β in any of the fluctuation pattern categories when the variable display result is "off".

[0316] Furthermore, when the variable display result is "miss (non-reach)", "miss (super reach)", or "miss (others)", and it is determined to execute the preview performance, the ratio at which the display pattern α is determined is set higher than the ratio at which the display pattern β is determined. On the other hand, when the variable display result is "big win (certain-variable big win)", and it is determined to execute the preview performance, the ratio at which the display pattern β is determined is set higher than the ratio at which the display pattern α is determined.

[0317] With such settings, when the display pattern α or the display pattern β is executed (displayed) as the display pattern (preview type) of the preview performance, the possibility that the variable display result is "big win" is higher than when the display pattern α or the display pattern β is not executed (displayed). In particular, when the display pattern β is executed (displayed), the variable display result is "big win", and the ratio of the big win type being "certain-variable big win" increases, so the expectation of the player can be enhanced.

[0318] After the execution of step 109SGS248, the effect control CPU 120 determines whether or not it was determined to execute the preview performance in step 109SGS247, that is, whether or not the display pattern (preview type) was determined to be either the display pattern α or the display pattern β (step 109SGS249).

[0319] After the execution of step 109SGS245 or when it is determined to execute the preview performance (step 109SGS249; Y), set the flag value corresponding to the determined display pattern (preview type) to the hold display flag of the entry (step 109SGS246). Specifically, if the display pattern (preview type) determined in step 109SGS245 or step 109SGS248 is display pattern α in which the hold memory display is indicated by "◇", set "1" to the hold display flag of the entry. If the display pattern (preview type) determined in step 109SGS245 or step 109SGS248 is display pattern β in which the hold memory display is indicated by "☆", set "2" to the hold display flag of the entry, and then proceed to step 109SGS252.

[0320] Also, in step 109SGS249, if it is not determined to execute the preview performance (step 109SGS249; N), after setting "0" indicating white "○" to the hold display flag of the entry (step 109SGS250), proceed to step 109SGS252.

[0321] Also, as described above, during the execution of the reach performance of the super reach (step 109SGS242b; Y) or when the symbol designation command of the entry is a symbol designation command indicating a small win (step 109SGS243a), after setting "0" indicating white "○" to the hold display flag of the entry (step 109SGS250), proceed to step 109SGS252.

[0322] Then, the production control CPU 120 updates the hold display based on the stored content of the start winning reception command buffer 109SG194A (step 109SGS252). As a result, the hold memory newly stored in the start winning reception command buffer 109SG194A is displayed in a display mode corresponding to any one of "0", "1", and "2" set in the hold display flag. Also, when variable display is executed and the stored content of the start winning reception command buffer 109SG194A is shifted, the hold display of the first hold memory display area 109SG005D and the second hold memory display area 109SG005U provided at the lower position of the image display device 5 is updated according to the stored content of the start winning reception command buffer 109SG194A after the shift, as shown in FIG. 10-17.

[0323] Specifically, as shown in FIG. 10-17, if the number of first special figure hold memories is one, one hold memory display is shown. As the display mode of this hold memory display, when the flag value of the hold display flag corresponding to the hold memory is "0", it is displayed in the display mode of "○" as shown in FIG. 10-17, and when the flag value of the hold display flag is "1", it is displayed in the display mode of "◇", and when the flag value of the hold display flag is "2", it is displayed in the display mode of "☆". Incidentally, if the number of first special figure hold memories is two, two hold memory displays are shown, and each hold memory display is displayed in the first hold memory display area 109SG005D in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory. Also, if the number of first special figure hold memories is three, three hold memory displays are shown, and each hold memory display is displayed in the first hold memory display area 109SG005D in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory. Also, if the number of first special figure hold memories is four, four hold memory displays are shown, and each hold memory display is displayed in the first hold memory display area 109SG005D in a mode corresponding to the flag value set in the hold display flag of the corresponding hold memory.

[0324] Also, if the number of hold memories reserved in the second special figure is 1, one hold memory display is shown. As for the display mode of this hold memory display, similar to the case of the first special figure, when the flag value of the hold display flag corresponding to the hold memory is "0", it is displayed in the display mode of "○", and when the flag value of the hold display flag is "1", it is displayed in the display mode of "◇", and when the flag value of the hold display flag is "2", it is displayed in the display mode of "☆". Incidentally, if the number of hold memories reserved in the second special figure is 2, for example, as shown in FIGS. 10-17, two hold memory displays are shown, and each hold memory display is, according to the flag value set in the hold display flag of the corresponding hold memory, for example, one hold memory display is shown in the display mode of "○" and one hold memory display is shown in the display mode of "☆" in the second hold memory display area 109SG005U. Also, if the number of hold memories reserved in the second special figure is 3, three hold memory displays are shown, and each hold memory display is shown in the second hold memory display area 109SG005U in a manner corresponding to the flag value set in the hold display flag of the corresponding hold memory. Also, if the number of hold memories reserved in the second special figure is 4, four hold memory displays are shown, and each hold memory display is shown in the second hold memory display area 109SG005U in a manner corresponding to the flag value set in the hold display flag of the corresponding hold memory.

[0325] And each time the variable display is executed, in response to the reduction (consumption) of the hold memory, as shown in FIGS. 10-17, the hold memory display also shifts in a predetermined shift direction (in the center direction of the screen in this feature section 109SG).

[0326] That is, in the variable display start setting process described below, which is executed at the start of variable display, if the hold memory is consumed and the hold memory of the reception command buffer 109SG194A at start winning is shifted, based on the hold memory of the reception command buffer 109SG194A after the shift, the hold memory display in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U is also shifted and displayed. Also, when there is a new hold memory due to start winning, the display pattern of the hold memory is determined and set in the hold display flag, and it is displayed in the first hold memory display area 109SG005D and the second hold memory display area 109SG005U in a display mode according to the flag value set in the hold display flag.

[0327] Note that in this feature section 109SG, a form in which the process of step 109SGS252 is executed in the preview setting process is exemplified, but the present invention is not limited to this. The process for updating the hold display of these first hold memory display area 109SG005D and second hold memory display area 109SG005U may be executed separately as a process different from the preview setting process (for example, hold display update process).

[0328] In addition, in this feature section 109SG, it is determined whether to execute or not execute the preview performance in the hold memory at the start winning based on the condition that there is new storage of the command at the start winning in step 109SGS242. However, when the start winning at the first start winning opening and the start winning at the second start winning opening occur simultaneously, and it is determined in step 109SGS242 that there is new storage of the command at the start winning in both the first special figure and the second special figure, that is, when there are entries with the display undetermined flag in the on state in both the first special figure hold memory and the second special figure hold memory, both entries are targets for determining whether to execute or not execute the preview performance. When both the hold memory in which the command at the start winning in the first special figure is newly stored and the hold memory in which the command at the start winning in the second special figure is newly stored are targets for determining whether to execute or not execute the preview performance, if there is no entry of the hold display flag of "1" or "2" indicating the execution of the preview performance, the preview performance may be executed simultaneously in both the hold display of the first special figure hold memory and the hold display of the second special figure hold memory.

[0329] Also, in this feature section 109SG, when the start winning at the first start winning opening and the start winning at the second start winning opening occur simultaneously as described above, both the hold memory in which the command at the start winning in the first special figure is newly stored and the hold memory in which the command at the start winning in the second special figure is newly stored are targets for determining whether to execute or not execute the preview performance. However, the present invention is not limited to this. In such a case, it may be determined to execute or not execute the preview performance only in either the hold memory of the first special figure or the hold memory of the second special figure.

[0330] Specifically, when the gaming state is the normal state where high-opening control is not performed, the determination of execution or non-execution of the preview performance in the hold memory in the first special figure is given priority over the determination of execution or non-execution of the preview performance in the hold memory in the second special figure. And when it is determined to execute the preview performance in the hold memory in the first special figure, it is univocally determined not to execute the preview performance in the hold memory in the second special figure. When it is determined not to execute the preview performance in the hold memory in the first special figure, the execution or non-execution of the preview performance in the hold memory in the second special figure may be determined.

[0331] On the other hand, when the gaming state is the time-limited state (high-probability high-base state / low-probability high-base state) where high-opening control is performed, the determination of execution or non-execution of the preview performance in the hold memory in the second special figure is given priority over the determination of execution or non-execution of the preview performance in the hold memory in the first special figure. And when it is determined to execute the preview performance in the hold memory in the second special figure, it is univocally determined not to execute the preview performance in the hold memory in the first special figure. When it is determined not to execute the preview performance in the hold memory in the second special figure, the execution or non-execution of the preview performance in the hold memory in the first special figure may be determined.

[0332] Figures 10 - 18 are flowcharts showing the variable display start setting process (step S171) in the effect control process shown in FIG. 7. In the variable display start setting process, the effect control CPU 120 first determines whether the first variable display start command reception flag is on (step 109SGS271). When the first variable display start command reception flag is on (step 109SGS271; Y), 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 109SG194A are shifted upward one buffer number at a time (step 109SGS272). Note that the content of the buffer number "1-0" cannot be shifted because there is no destination for shifting, so it is deleted.

[0333] 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".

[0334] Also, if the first variable display start command reception flag is off in step 109SGS271 (step 109SGS271; N), determine whether the second variable display start command reception flag is on (step 109SGS273). If the second variable display start command reception flag is off (step 109SGS273; N), end the variable display start setting process. If the second variable display start command reception flag is on (step 109SGS273; 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 109SG194A one buffer number up (step 109SGS274). Note that the content of the buffer number "2-0" cannot be shifted because there is no destination for shifting, so it is deleted.

[0335] 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".

[0336] After the execution of step 109SGS272 or step 109SGS274, the rendering control CPU 120 reads the variable pattern specification command from the variable pattern specification command storage area (step 109SGS275).

[0337] Next, determine the display result (stop symbol) of the decorative symbol according to the data stored in the display result specification command storage area (i.e., the received display result specification command) (step 109SGS276). In this case, the rendering control CPU 120 determines the stop symbol of the decorative symbol according to the display result specified by the display result specification command, and stores the data indicating the determined stop symbol of the decorative symbol in the decorative symbol display result storage area.

[0338] Also, in the present feature section 109SG, when the received variable display result designation command is the second variable display result designation command corresponding to the certain-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 designation command is the third variable display result designation command corresponding to the certain-variable big win B, 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") as the stop symbols. Also, when the received variable display result designation command is the fourth variable display result designation command corresponding to the certain-variable big win C, it is determined from among "334" and "778" which are the same chance numbers as the small win as the stop symbols. Also, when the received variable display result designation command is the fifth variable display result designation command corresponding to the non-certain-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 designation command is the sixth variable display result designation command corresponding to the small win, it is determined from among "334" and "778" which are the same chance numbers as the certain-variable big win C as the stop symbols. Also, when the received variable display result designation command is the first variable display result designation command corresponding to a loss, the stop symbols are decorative symbols in which three symbols are not aligned, and a combination other than the above-mentioned chance numbers (loss symbols) is determined.

[0339] 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 and numerical values are associated 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.

[0340] Then, in step 109SGS281, the effect control CPU 120 selects an effect control pattern (process table) corresponding to the variation pattern designation command. Then, it starts the process timer in the process data 1 of the selected process table (step 109SGS282).

[0341] Incidentally, in the process table, display control execution data for controlling the display of the image display device 5, lamp control execution data for controlling the lighting of each LED, sound control execution data for controlling the sound output from the speakers 8L and 8R, and operation unit control execution data for controlling the operations of the push button 31B and the stick controller 31A are arranged in order in time series in association with each process data n (from 1 to N).

[0342] Next, the effect control CPU 120 executes the control of the effect device (the image display device 5 as an effect component, various lamps as effect components, the speakers 8L and 8R as effect components, and the operation unit (push button 31B, stick controller 31A, etc.)) according to the content of the process data 1 (display control execution data 1, lamp control execution data 1, sound control execution data 1, operation unit control execution data 1) (step 109SGS283). For example, in order to display an image corresponding to the variation pattern on the image display device 5, a command is output to the display control unit 123. Also, in order to perform lighting / extinguishing control of various lamps, a control signal (lamp control execution data) is output to the lamp control board 14. Also, in order to cause voice output from the speakers 8L and 8R, a control signal (sound number data) is output to the voice control board 13.

[0343] Incidentally, in this feature section 109SG, the effect control CPU 120 controls so that variable display of the decorative pattern by the variation pattern corresponding one-to-one to the variation pattern designation command is performed. However, the effect control CPU 120 may select the variation pattern to be used from a plurality of types of variation patterns corresponding to the variation pattern designation command.

[0344] Then, a value corresponding to the variable display time specified by the variation pattern designation command is set in the variable display time timer (step 109SGS284). Also, a first time is set in the variable display control timer (step 109SGS285). Incidentally, the first time is, for example, 33 ms. The effect control CPU 120 writes the variable display image data including the image data indicating the display states of the left, middle, and right decorative patterns into the VRAM every time the first time elapses. The display control unit 123 outputs a signal corresponding to the image data written into the VRAM to the image display device 5, and the image display device 5 displays an image corresponding to the signal. Thereby, the variable display of the decorative pattern and the display of the moving images of other effects are realized (see FIG. 10-20).

[0345] Also, the effect control CPU 120 determines whether or not the variation pattern of the variable display is the variation pattern of super reach (step 109SGS287). When the variation pattern of the variable display is the variation pattern of super reach (step 109SGS287; Y), a second time is set in the movable mechanism control timer (step 109SGS288). Incidentally, the second time is, for example, 1 ms. The effect control CPU 120 controls the first movable body motor 109SG421, the second movable body motor 109SG422, and the third movable body motor 109SG423 every time the first time elapses. Thereby, the movement control of the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R is realized (see FIG. 10-20).

[0346] After the execution of step 109SGS288, or when the variation pattern of the variable display is not the variation pattern of super reach (step 109SGS287; N), the effect control CPU 120 sets the value of the effect control process flag to a value corresponding to the in-variable-display effect process (step S172), and ends the variable display start setting process (step 109SGS286).

[0347] Figures 10 - 19 are flowcharts showing the variable display performance process (step S172) in the production control process. In the variable display performance process, the production control CPU 120 sets the values of the process timer, variable display time timer, and variable display control timer to -1 (steps 109SGS301, 109SGS302, 109SGS303). Also, when the variable display is a super reach variable display (step 109SGS303b; Y), the value of the movable body control timer is set to -1 (step 109SGS303c).

[0348] Note that after the execution of step 109SGS303c, or when it is not a super reach variable display (step 109SGS303b; N), the process proceeds to step 109SGS306.

[0349] In step 109SGS306, the production control CPU 120 checks whether the process timer has timed out. If the process timer has timed out, the process data is switched (step 109SGS307). That is, the process timer is restarted by setting the next process timer setting value set in the process table to the process timer (step 109SGS308). Also, based on the next set display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc., the control state for the production device (production parts) is changed (step 109SGS309a). On the other hand, if the process timer has not timed out, the production device (production parts) is controlled according to the content of the process data corresponding to the process timer (display control execution data, lamp control execution data, sound control execution data, operation unit control data, etc.) (step 109SGS309b).

[0350] After the execution of the process in step 109SGS309a or step 109SGS309b, the production control CPU 120 determines whether the variable display is a super reach variable display (step 109SGS309f).

[0351] When the variable display is the variable display of super reach (step 109SGS309f; Y), it is further determined whether the movable body control timer has timed out (109SGS309g). When the movable body control timer has timed out (step 109SGS309g; Y), the motors 109SG421 for the first movable body, 109SG422 for the second movable body, and 109SG423 for the third movable body are driven according to the content of the process data (step 109SGS309h). Then, the movable body control timer is reset (the second time is set again to the movable body control timer), and the process proceeds to step 109SGS310 (step 109SGS309i).

[0352] In addition, when the variable display is not the variable display of super reach (step 109SGS309f; N) and when the movable body control timer has not timed out (step 109SGS309g; N), the process proceeds to step 109SGS310 without executing the processes of step 109SGS309h and step 109SGS309i.

[0353] Next, it is confirmed whether the variable display control timer has timed out (step 109SGS310). When the variable display control timer has timed out (step 109SGS310; Y), the effect control CPU 120 creates image data of the next display screen (the screen to be displayed 33 ms after the update time of the previous image) during the variable display including the left, middle, and right decorative symbols, and writes it into a predetermined area of the VRAM (step 109SGS311). In this way, in the image display device 5, variable display control of the decorative symbols and display control of other images (display control of moving images) are realized. The display control unit 123 outputs a signal based on data obtained by superimposing the image data of a predetermined area such as the set background image and the image data based on the display control execution data set in the process table to the image display device 5. In this way, in the image display device 5, the background image, character image, and decorative symbols in the variation of the decorative symbols are displayed. Also, the first time is reset to the variable display control timer (step 109SGS312).

[0354] Also, when the variable display control timer has not timed out (step 109SGS310; N), after the execution of step 109SGS312, the effect control CPU 120 checks whether the variable display time timer has timed out (step 109SGS313). If the variable display time timer has timed out, the value of the effect control process flag is updated to a value corresponding to the waiting process per special figure (step S173) (step 109SGS315). Even if the variable display time timer has not timed out, if the confirmation command reception flag indicating that the symbol determination designation command has been received is in the ON state (step 109SGS314; Y), the value of the effect control process flag is updated to a value corresponding to the waiting process per special figure (step S173) (step 109SGS315). Even if the variable display time timer has not timed out and the symbol determination designation command is received, the control proceeds to the control for stopping the variation. Therefore, for example, even when a variation pattern designation command indicating a long variation time due to noise between boards or the like is received, the variable display of the decorative symbol can be terminated at the normal variable display time (when the variable display of the special symbol ends).

[0355] In addition, process data during the variable display of the decorative symbol is set in the process table used for the variable display control of the decorative symbol. That is, the sum of the process timer setting values of process data 1 to n in the process table corresponds to the variable display time of the decorative symbol. Therefore, when the process timer of the last process data n times out in the process of step 109SGS306, there is no process data to be switched (such as display control execution data and lamp control execution data), and the variable display control of the decorative symbol based on the process table ends.

[0356] Next, the operation modes of each effect device during the reach effects of super reach α1, super reach α2, super reach β1, and super reach β2 in the feature part 109SG will be described. The effect modes of the variable display will be described based on FIGS. 10-21 to 10-24.

[0357] First, as shown in FIGS. 10-21 and 10-22, for the variable display of Super Reach α1 and Super Reach α2, when the reach effects of Super Reach α1 and Super Reach α2 are started, the character images (for the reach effect of Super Reach α1, friendly character A and enemy character A; for the reach effect of Super Reach α2, friendly character A and enemy character B) displayed on the image display device 5 are enlarged and displayed during the first enlarged display period, the second enlarged display period, and the third enlarged display period.

[0358] Specifically, during the first enlarged display period, the character image is enlarged at a constant speed from the normal display magnification (1x) to the display magnification m1. During the second enlarged display period, the character image is enlarged at a constant speed from the display magnification m1 to the display magnification m2. During the third enlarged display period, the character image is enlarged at a constant speed from the display magnification m2 to the display magnification m3. Then, after the third enlarged display period ends, the display magnification of the character image is maintained at m3 for a predetermined period, and at the timing when the predetermined period has elapsed, the display magnification of the character image is returned to the normal display magnification.

[0359] In addition, in this feature part 109SG, the first enlarged display period, the second enlarged display period, and the third enlarged display period are all of the same length. Also, as shown in FIGS. 10-21 and 10-22, the difference between each display magnification is such that the difference between the normal display magnification and the display magnification m1 is the largest, and the difference between the display magnification m2 and the display magnification m3 is the smallest. That is, in this feature part 109SG, regarding the enlargement speed of the character image, the enlargement speed during the first enlarged display period is set to be the fastest, and the enlargement speed during the third enlarged display period is set to be the slowest (enlargement speed of the character image: first enlarged display period > second enlarged display period > third enlarged display period). In addition, in this feature part 109SG, "fast enlargement speed" means that the enlargement rate of the image per unit time is large.

[0360] Hereinafter, in this feature unit 109SG, the period combining the above-described first enlarged display period and second enlarged display period (the period during which the moving body motion suggestion effect is executed) may be referred to as period T2, and the period combining the third enlarged display period and the predetermined period during which the display magnification of the character image is maintained at m3 may be referred to as period T3.

[0361] In addition, as shown in FIG. 10-21, during the reach effects of super reach α1 and super reach α2, if the variable display result is a jackpot, from the end timing of period T3 to the end timing of the variable display, as an effect for notifying that the variable display result is a jackpot, the first moving body 109SG401 is moved from the retracted position to the effect position, and the second moving body 109SG402L and the third moving body 109SG402R are moved to the positions adjacent to the left and right of the first moving body 109SG401 (after changing the moving body unit 109SG400 from the first state to the third state). After that, after a while, the first moving body 109SG401, the second moving body 109SG402L, and the third moving body 109SG402R are moved to their respective retracted positions (changing the moving body unit 109SG400 from the third state to the first state), and a moving body motion effect A is executed.

[0362] On the other hand, as shown in FIG. 10-22, during the reach effects of super reach α1 and super reach α2, when the variable display result is a miss, from the end timing of period T3 to the end timing of the variable display, a miss notification effect for notifying that the variable display result is a miss is executed by not operating the first moving body 109SG401, the second moving body 109SG402L, and the third moving body 109SG402R.

[0363] Hereinafter, in this feature unit 109SG, the execution period of the moving body effect A and the miss notification effect may be referred to as period T4. Regarding these periods T2 to T4, period T3 is the shortest period, and period T4 is the longest period (the lengths of periods T2 to T4: period T4 > period T2 > period T3).

[0364] Also, during the reach effects of Super Reach α1 and Super Reach α2, as the movable body motion suggestion effect A and the movable body motion effect A (only when the variable display result is a big win), the image display device 5 also performs the display of the effect image.

[0365] Specifically, as shown in FIGS. 10-21 and 10-22, in the image display device 5, during the aforementioned period T2 (the first enlarged display period and the second enlarged display period), a movable body motion suggestion effect A is executed in which a plurality of star-shaped effect images 109SG005S move toward the first movable body 109SG401 at a speed V1.

[0366] Furthermore, when the variable display result is a big win, as a part of the aforementioned movable body motion effect A, during the period T4, a plurality of star-shaped effect images 109SG005S move (diffuse) from the first movable body 109SG401 toward the edge of the image display device 5 at a speed V2. Note that the absolute value of the speed V2 is larger than the absolute value of the speed V1. That is, the movable body motion effect A in this feature part 109SG is also an effect in which the star-shaped effect image 109SG005S moves at a higher speed than the movable body motion suggestion effect A.

[0367] Also, during the reach effects of Super Reach α1 and Super Reach α2, the emission of the movable body LED 109SG495 is also executed. Specifically, as shown in FIGS. 10-21 and 10-22, the movable body LED 109SG495 emits light at a luminance C1 during the aforementioned period T2 (the first enlarged display period and the second enlarged display period) and in the middle of the period T3 (more precisely, from the start timing of the first enlarged display period to the end timing of the third enlarged display period). Furthermore, when the variable display result is a big win, the movable body LED 109SG495 emits light at a luminance C2 that is higher than the luminance C1 during the period T4.

[0368] Also, during the reach effects of Super Reach α1 and Super Reach α2, four types of effect sounds, namely BGM (background music) of music, etc., SE (sound effects), movement suggestion sounds, and jackpot notification sounds, can be output from speakers 8L and 8R, and the types of sounds output vary according to the timing during the reach effect.

[0369] Specifically, as shown in FIGS. 10-21 and 10-22, the BGM is an effect sound output from speakers 8L and 8R starting from the start of the variable display, and the output from speakers 8L and 8R stops only during period T3. That is, the output of the BGM in the reach effect is executed from the start timing of the reach effect to the end timing of period T2 and throughout period T4.

[0370] Also, the SE (sound effects) is an effect sound output from speakers 8L and 8R starting from the start of the variable display, but unlike the BGM, there is no period during which the output from speakers 8L and 8R stops. That is, the output of the SE in the reach effect is executed throughout the entire reach effect.

[0371] The movement suggestion sound is an effect sound output from speakers 8L and 8R as part of the moving body movement suggestion effect A. That is, the movement suggestion sound is output only during period T2, which is the execution period of the moving body movement suggestion effect A, and is not output during other periods. The jackpot notification sound is an effect sound output from speakers 8L and 8R as part of the moving body movement effect A. That is, the jackpot notification sound is output only during period T4, which is the execution period of the moving body movement effect A when the variable display result is a jackpot, and is not output during other periods.

[0372] As shown in FIGS. 10-23 and 10-24, for the variable display of Super Reach β1 and Super Reach β2, when the reach effects of Super Reach β1 and Super Reach β2 are started, the character images (for the reach effect of Super Reach β1, friendly character B and enemy character A; for the reach effect of Super Reach β2, friendly character B and enemy character B) displayed on the image display device 5 are enlarged and displayed during the first enlarged display period, the second enlarged display period, and the third enlarged display period.

[0373] Hereafter, the description of the enlarged display of the character image, the light emission mode of the movable body LED109SG495, the BGM, SE, operation suggestion sound, and big win notification sound output from the speakers 8L and 8R in the variable display of Super Reach β1 and Super Reach β2 is omitted because it is the same as the variable display of Super Reach α1 and Super Reach α2 shown in FIGS. 10-21 and 10-22.

[0374] As shown in FIG. 10-23, during the reach effects of Super Reach β1 and Super Reach β2, if the variable display result is a big win, as an effect to notify that the variable display result is a big win from the end timing of period T3 to the end timing of the variable display, the first movable body 109SG401 is moved from the retracted position to the effect position, and the second movable body 109SG402L and the third movable body 109SG402R are moved to the proximity position of the first movable body 109SG401 (after changing the movable body unit 109SG400 from the first state to the third state). After a while, the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are moved to their respective retracted positions (changing the movable body unit 109SG400 from the third state to the first state), and the movable body operation effect B is executed.

[0375] On the other hand, as shown in FIGS. 10-24, during the reach effects of Super Reach β1 and Super Reach β2, when the variable display result deviates, from the end timing of period T3 to the end timing of the variable display, the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R are not operated to execute a deviation notification effect for notifying that the variable display result has deviated. The movable body effect B is an effect executed over period T4, similar to the above-described movable body effect A and deviation notification effect.

[0376] Also, during the reach effects of Super Reach β1 and Super Reach β2, as shown in FIGS. 10-23 and 10-24, over the above-described period T2 (the first enlargement display period and the second enlargement display period), a movable body motion suggestion effect B for repeatedly moving (reciprocating) the first movable body 109SG401 between the retracted position and the suggested position is executed. Note that the period T1 required for one reciprocating movement of the first movable body 109SG401 between the retracted position and the suggested position in the movable body motion suggestion effect B is shorter than the above-described period T3 (the lengths of periods T1 to T4: period T4 > period T2 > period T3 > period T1).

[0377] As described above, in the variable displays of Super Reach α1, Super Reach α2, Super Reach β1, and Super Reach β2, as shown in FIG. 10-25, the movable body motion suggestion effect is executed during the first enlargement display period and the second enlargement display period, while the movable body motion suggestion effect is not executed during the third enlargement display period. Also, during the first enlargement display period, the second enlargement display period, and the third enlargement display period, the first enlargement display period has the fastest enlargement speed of the character image (the largest enlargement rate of the image per unit time), and the third enlargement display period has the slowest enlargement speed of the character image (the smallest enlargement rate of the image per unit time).

[0378] Furthermore, as shown in FIG. 10-26(A), when comparing the movable body operation suggestion effect A and the movable body operation suggestion effect B, in the movable body operation suggestion effect A, a star-shaped effect image 109SG005S repeatedly acts on the first movable body 109SG401 in the image display device 5 (a plurality of star-shaped effect images 109SG005S move toward the first movable body 109SG401 at a speed V1). While the first movable body 109SG401 itself does not operate, the movable body operation suggestion effect B is different in that it is an effect in which the first movable body 109SG401 repeatedly moves between the retracted position and the suggested position. On the other hand, the movable body operation suggestion effect A and the movable body operation suggestion effect B have in common that the movable body LED 109SG495 emits light at a luminance C1 during the execution period of the effect.

[0379] As shown in FIG. 10-26(B), when comparing the movable body operation effect A and the movable body operation effect B, the movable body operation effect A moves the first movable body 109SG401 from the retracted position to the effect position, and moves the second movable body 109SG402L and the third movable body 109SG402R to the proximity position of the first movable body that has moved to the effect position (changes the movable body unit 109SG400 from the first state to the third state), and is an effect in which a plurality of star-shaped effect images 109SG005S diffuse from the first movable body 109SG401 at a speed V2. The movable body operation effect B is an effect that moves the first movable body 109SG401 from the retracted position to the effect position, and moves the second movable body 109SG402L and the third movable body 109SG402R to the proximity position of the first movable body that has moved to the effect position (changes the movable body unit 109SG400 from the first state to the third state), and is different from the movable body operation effect A in that the display in which a plurality of star-shaped effect images 109SG005S diffuse from the first movable body 109SG401 at a speed V2 is not executed. Furthermore, the movable body operation effect A and the movable body operation effect B have in common that the movable body LED 109SG495 emits light at a luminance C1 during the execution period of the effect.

[0380] Next, the display modes of the reach effects in the image display device 5 in the variable displays of super reach α1, super reach α2, super reach β1, and super reach β2 will be described with reference to FIGS. 10-27 to 10-35.

[0381] First, as shown in FIGS. 10-27(A) and 10-27(B), after a while from the start of the variable display of any one of super reach α1, super reach α2, super reach β1, and super reach β2, the decorative patterns displayed in the "left" decorative pattern display area 5L and the "right" decorative pattern display area 5R stop in a combination indicating reach. Then, when a predetermined period further elapses in the state of the reach, if the variable display is the variable display of super reach α1, a battle effect between ally character A and enemy character A is started as a reach effect (see FIGS. 10-27(C) and 10-28(A)); if the variable display is the variable display of super reach α2, a battle effect between ally character A and enemy character B is started as a reach effect (see FIGS. 10-27(D) and 10-30(A)); if the variable display is the variable display of super reach β1, a battle effect between ally character B and enemy character A is started as a reach effect (see FIGS. 10-27(E) and 10-32(A)); and if the variable display is the variable display of super reach β2, a battle effect between ally character B and enemy character B is started as a reach effect (see FIGS. 10-27(F) and 10-34(A)).

[0382] In addition, at the start of these reach effects of the super reach, the decorative patterns displayed in the "left" decorative pattern display area 5L and the "right" decorative pattern display area 5R move to the upper left and right ends of the display area of the image display device 5, respectively, and the decorative pattern displayed in the "middle" decorative pattern display area 5Cni becomes temporarily invisible.

[0383] As shown in FIGS. 10-28(A) and 10-28(B), when approaching the latter half of the battle effect, which is the reach effect of the super reach α1, as shown in FIG. 10-28(C), the display of a video in which the friendly character A attacks the enemy character A is started. In this video, as shown in FIGS. 10-28(C) to 10-28(F), in the above-described first enlarged display period, second enlarged display period, and third enlarged display period, when the friendly character A tries to perform a close-range attack on the enemy character A, the images of the friendly character A and the enemy character A are enlarged and displayed.

[0384] In particular, in the first enlarged display period and the second enlarged display period (FIGS. 10-28(D) to 10-28(F)), in the image display device 5, the images of the friendly character A and the enemy character A are displayed with lower contrast than before the first enlarged display period (FIGS. 10-28(A) to 10-28(C)). Overlapping these images of the friendly character A and the enemy character A with lower contrast, an image (moving object operation suggestion effect A) in which a plurality of star-shaped effect images 109SG005S move toward the first moving object 109SG401 at a speed V1 is displayed. At this time, since the star-shaped effect images 109SG005S are displayed with the same contrast as before the first enlarged display period, it is easier for the player to recognize that these plurality of star-shaped effect images 109SG005S move toward the first moving object 109SG401 at a speed V1.

[0385] Also, in the first enlarged display period to the third enlarged display period, the first moving object 109SG401 is made to emit light at the luminance C1 of the moving object LED 109SG495 provided thereon.

[0386] Then, as shown in FIGS. 10-28(E) to 10-28(F), when the third enlarged display period has elapsed, the friendly character A and the enemy character A are displayed at a display magnification m3 for a predetermined period. During this predetermined period, the first moving object 109SG401 is not made to emit light.

[0387] As shown in FIGS. 10-29(H) and 10-29(I), when the variable display result is a jackpot, as the movable body operation effect A, an explosion effect image 109SG005B is displayed overlapping the images of the ally character A and the enemy character A at the center of the image display device 5, and a plurality of star-shaped effect images 109SG005S are displayed so as to move from the center of the image display device 5 toward the edge of the image display device 5 at a speed V2.

[0388] Furthermore, at this time, the first movable body 109SG401 moves from the retracted position to the effect position, and the second movable body 109SG402L and the third movable body 109SG402R move to the positions adjacent to the left and right of the first movable body 109SG401 that has moved to the effect position (the movable body unit 109SG400 changes from the first state to the third state). That is, the explosion effect image 109SG005B is displayed behind the first movable body 109SG401, and a plurality of star-shaped effect images 109SG005S are displayed so as to move toward the edge of the image display device 5 at a speed V2.

[0389] Thereafter, after the operations of each movable body are completed (after the movable body unit 109SG400 changes from the third state to the first state), after the display of the explosion effect image 109SG005B on the image display device 5 ends, the first movable body 109SG401, the second movable body 109SG402L, and the third movable body 109SG402R move to their respective retracted positions, and a video is displayed on the image display device 5 in which the attack of the ally character A hits the enemy character A and the ally character A wins, and it is notified that the game is controlled to the jackpot game state. At this time, on the image display device 5, the decorative symbol (the decorative symbol displayed in each decorative symbol display area 5C on the "right") moves at high speed from the back side to the front side of the image display device 5 as a numerical value corresponding to the fact that the variable display result is a jackpot, and then stops while swinging at the center of the image display device 5.

[0390] Then, when the variable display of the special symbol ends (the small symbol displayed at the right end of the image display device 5 stops in a combination indicating a jackpot), the game is controlled to the jackpot game state.

[0391] On the other hand, when the variable display result is off, as shown in FIGS. 10-29(J) and 10-29(K), as a miss notification effect, in the image display device 5, a display of an operation in which the attack of the enemy character A hits the friendly character A and the friendly character loses is executed, and it is notified that the jackpot game state is not controlled (that it is off). At this time, in the image display device 5, the decorative symbol (the decorative symbol displayed in each decorative symbol display area 5C on the "right") moves from above the image display device 5 at a low speed (lower than the speed at the time of jackpot shown in FIG. 10-29(I)) as a numerical value corresponding to the fact that the variable display result is off, and then swings and stops at the center of the image display device 5.

[0392] As shown in FIGS. 10-30(A) and 10-30(B), when approaching the latter half of the battle effect (reach effect) as the reach effect of the super reach α2, as shown in FIG. 10-30(C), a display of a video in which the friendly character A attacks the enemy character B is started. In the video, as shown in FIGS. 10-30(C) to 10-30(F), as the aforementioned first enlarged display period, second enlarged display period, and third enlarged display period, an enlarged display of the images of the friendly character A and the enemy character B is performed in a scene where the friendly character A attempts to perform a close-range attack on the enemy character B.

[0393] In particular, during the first enlarged display period and the second enlarged display period (Figs. 10-30(D) to 10-30(F)), in the image display device 5, the images of the ally character A and the enemy character B are displayed with a lower contrast than before the first enlarged display period (Figs. 10-30(A) to 10-30(C)). Overlapping the images of the ally character A and the enemy character B with the lower contrast, an image in which a plurality of star-shaped effect images 109SG005S move toward the first movable body 109SG401 at a speed V1 (movable body motion suggestion effect A) is displayed. At this time, since the star-shaped effect images 109SG005S are displayed with the same contrast as before the first enlarged display period, it is easier for the player to recognize the movement of these plurality of star-shaped effect images 109SG005S toward the first movable body 109SG401 at the speed V1.

[0394] Also, during the first enlarged display period to the third enlarged display period, the movable body LED 109SG495 provided on the first movable body 109SG401 emits light at the luminance C1.

[0395] Then, as shown in Fig. 10-30(F), when the third enlarged display period has elapsed, the ally character A and the enemy character B are displayed at the display magnification m3 for a predetermined period. During the predetermined period, the emission of the movable body LED 109SG495 is not executed.

[0396] As shown in Figs. 10-31(G) to 10-31(I), when the variable display result is a big win, as the movable body motion effect A, an explosion effect image 109SG005B is displayed overlapping the images of the ally character A and the enemy character B at the center of the image display device 5, and a plurality of star-shaped effect images 109SG005S are displayed so as to move from the center of the image display device 5 toward the edge of the image display device 5 at a speed V2.

[0397] Furthermore, at this time, the first movable body 109SG401 moves from the retracted position to the effect position, and the second movable body 109SG402L and the third movable body 109SG402R move to the positions adjacent to the left and right of the first movable body 109SG401 that has ...

Claims

【Claim 1】 A gaming machine that can be controlled to an advantageous state advantageous to a player, a display means, a production execution means capable of executing a production, a movable body movable from a first position to a second position, and comprising, the production execution means, is capable of executing a special production for notifying that it is controlled to the advantageous state, is capable of executing a specific production before the special production is executed, is capable of executing a movable body production for moving the movable body from the first position to the second position, the movable body production can be executed at a start timing different from that of the special production, the display means, when moving and displaying a specific pseudo-movable body display in the specific production, after moving and displaying the specific pseudo-movable body display from a specific first display position to a specific second display position, it is possible to make it non-display without moving and displaying from the specific second display position, and a suggestion image suggesting the execution of the special production can be displayed in a display area including the specific second display position, when moving and displaying a special pseudo-movable body display in the special production, after moving and displaying the special pseudo-movable body display from a special first display position to a special second display position, it is possible to move and display it from the special second display position to the special first display position and then make it non-display, when moving and displaying the special pseudo-movable body display from the special first display position to the special second display position and when moving and displaying the special pseudo-movable body display from the special second display position to the special first display position, the mode of the special pseudo-movable body display can be made different for display, a part of the movable range of the movable body and the movable range of the specific pseudo-movable body display overlap, the production execution means, In the specific performance, the specific pseudo-movable body display is moved and displayed from the specific first display position to the specific second display position, and after being made non-displayed without being moved and displayed from the specific second display position, the movable body performance can be executed in a first case where the movable body performance is executed and a second case where it is not executed, The movable body performance can be executed such that the ratio of being controlled in the advantageous state is higher in the first case than in the second case. A gaming machine characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2019092949A